What you receive
- A textured GLB for the fastest portable handoff
- Available Base Color, Normal, Roughness, and Metallic maps
- Original rig and clips when the preservation check passes
- A browser preview before downloading the result
Existing 3D assets, new game-ready materials
Upload an existing UV-mapped GLB, guide its look with text or a reference image, and download a textured model with PBR maps. This is model retexturing, not a seamless 2D texture or new-geometry generator.
Move from one prepared GLB to an inspectable PBR result without claiming to automate the rest of the engine pipeline.
Input
UV-mapped GLB + text or image
Output
Textured GLB + available PBR maps
Preview
Rotatable original and generated result
Handoff
Blender, Unity, Unreal, or Godot guide
Online game-asset texturing workflow
Start with a UV-mapped game prop, environment asset, or compatible animated character.
Describe materials, color, finish, and wear, then optionally add a reference image.
Choose a quality level and rotate the generated result in the browser before export.
Download the textured GLB and available PBR maps for the rest of your asset pipeline.
The generator does not create geometry, UVs, tileable terrain, engine packages, shaders, collisions, LODs, or gameplay logic. Final lighting, material tuning, compression, and optimization remain part of the Blender or game-engine workflow.
Engine handoff guides
Each guide explains the quickest import path, PBR map placement, and the work the generator does not automate.
Inspect Principled BSDF materials and reconnect individual maps.
View workflowImport through glTFast and adapt maps for the active render pipeline.
View workflowUse Interchange, then validate the imported textures and materials.
View workflowImport the GLB scene and refine StandardMaterial3D resources.
View workflowReal generated game assets
No. This workflow applies a new PBR texture to an existing UV-mapped GLB. It is not a tileable texture, terrain, sprite, or texture-atlas generator.
No. You provide the model geometry. The generator changes its surface materials according to a prompt, a reference image, or both.
Successful tasks provide a textured GLB and the available Base Color, Normal, Roughness, and Metallic maps. Engine-specific shader setup remains a separate step.
Compatible animated GLBs keep their original skeleton, skin weights, morph targets, and animation clips when mesh names and UV topology pass the preservation check.