TEXELMATIC OPERATING PROCEDURES
Choose your material workflow.
Start with the output you need. Every workflow leads into the same editable processing workstations.
Convert one source image into editable normal, roughness, metallic, AO, and height maps, then export a complete PBR material pack.
02 / BATCH PROCESSOR / FOLDER TO MATERIALS Convert a folder of textures into PBR packs.Process folders of textures into reviewable PBR material packs while preserving each file's original dimensions.
03 / MAP CHANNEL / NORMAL Generate a normal map you can actually tune.Generate and tune a normal map from any source image with live browser preview, colour masks, tileable edges, and PNG export.
04 / MAP CHANNEL / SURFACE Shape roughness and smoothness from your source.Create editable roughness or smoothness maps from an image and preview the response on a live PBR material.
05 / ENGINE EXPORT / UNITY Pack metallic and smoothness maps for Unity.Generate PBR maps and export Unity-ready metallic and smoothness channel packing from one source texture.
06 / ENGINE EXPORT / UNREAL Generate an Unreal-ready ORM texture.Generate and pack ambient occlusion, roughness, and metallic channels into an Unreal-ready ORM texture.
07 / ENGINE EXPORT / BLENDER Build a complete Blender PBR texture set.Turn an image into a complete Blender-ready PBR texture set with albedo, normal, roughness, metallic, AO, and height maps.
08 / ENGINE EXPORT / GODOT Prepare PBR textures for Godot.Generate editable normal, roughness, metallic, AO, and height textures for Godot materials from one source image.
09 / SOURCE PREPARATION / TILEABLE Turn a surface photo into a seamless material.Turn a surface photo into a tileable source and editable PBR material maps for games, scenes, and asset production.
10 / AI SOURCE / GAME MATERIAL Generate game textures, then finish the material.Generate tileable game textures from prompts, choose quality and workflow context, then create a complete editable PBR material set.