TEXELMATIC Automated Image Processing System

TEXELMATIC OPERATING PROCEDURES

Choose your material workflow.

Start with the output you need. Every workflow leads into the same editable processing workstations.

01 / SOURCE IMAGE / COMPLETE MATERIAL Turn an image into a complete PBR material.

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.