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Generate game-ready PBR textures for your GLB models

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Image to 3D model texture

AI Texture Generator From Image for 3D Models

Use an image to texture an existing 3D model. Start with a UV-mapped GLB, then add a photo or visual reference to guide its colors, materials, and art style without replacing the geometry.

Try reference-image texturingView a real output

After opening the generator, upload your GLB, choose Reference image, add the JPG, PNG, or WebP guide, and review the credit cost before you generate.

Interactive generated result

A real validation output showing the textured GLB format you can inspect and download.

Existing model in

Texture your own UV-mapped GLB

This is an image-to-texture workflow for an existing 3D model, not an image-to-3D geometry generator.

Guided generation

Reference image plus optional prompt

Use the image for the broader look and a short prompt for exact material details. Review the credit cost before generation.

Result out

Textured GLB and available PBR maps

Inspect the completed model, then download the GLB and available Base Color, Normal, Roughness, and Metallic maps.

Workflow

From visual reference to downloadable PBR asset

Upload a UV-mapped GLB

Choose the existing model you want to retexture. Its geometry is not regenerated.

Add a reference image

Use a JPG, PNG, or WebP to communicate color, material, and style direction.

Choose the texture quality

Select Standard, Detailed, or Extreme and review the credit cost before generation.

Inspect and download

Rotate the result and download the textured GLB plus its available PBR maps.

What the reference controls

  • Overall color palette and material direction
  • Surface character such as painted, metallic, worn, or stylized
  • Visual consistency when a prompt alone is too ambiguous

What it does not change

The reference image is guidance, not a geometry blueprint. Your source GLB still needs usable UVs, and exact colors or logos may require another generation or manual finishing in Blender, Substance 3D Painter, or your engine.

When the material is ready for an engine, learn how to bake the texture maps in Blender. Before generating, use the GLB preparation checklist to confirm the model and UVs are ready.

Choose a useful reference image

  • Show the material clearly with enough visible color and surface detail.
  • Use one coherent visual direction instead of unrelated objects or competing styles.
  • Avoid heavy shadows, logos, or tiny details when they are not part of the intended material.

Add a precise material prompt

The image sets the broader visual direction. Add a short prompt when you need to name which parts should be metal, painted, worn, or matte.

Weathered [material] with [color] [finish], [surface detail], and [wear level] on the main parts.

Reference-image texturing questions

Can AI texture an existing 3D model from an image?

Yes. Upload an existing UV-mapped GLB and a reference image. The image guides the model's color, material, and art direction while the workflow keeps the existing geometry.

How do I make a 3D texture from a 2D image?

Upload an existing UV-mapped GLB, add a JPG, PNG, or WebP reference, choose a quality level, and generate. The 2D image guides the surface colors and materials; it is not converted into new geometry.

Does the reference image replace the model geometry?

No. It guides the texture and material direction applied to the existing UV-mapped GLB. The workflow does not turn a flat image into new 3D geometry.

Can I combine a prompt with a style image?

Yes. Text-prompt mode accepts an optional style image, so you can describe exact materials while using the image for broader color and art direction.

Can I use a photo as the texture reference?

Yes. A clear photo can guide color, material, and surface style. It is used as a visual reference for the existing GLB rather than converted into a new 3D model or an exact projected decal.

What can I download?

The completed workflow provides a textured GLB and the available Base Color, Normal, Roughness, and Metallic maps as separate downloads.

Do I need credits to generate and download the result?

Generation requires sign-in and credits. The generator shows the credit cost before you start, refunds reserved credits when generation fails, and lets you inspect the completed result before downloading the textured GLB and available PBR maps.

Ready to test the look?

Apply the reference to your own GLB

Open the texture generator