1. Generate
Create the PBR result from your UV-mapped GLB.
AI texturing for Blender assets
Start with an existing UV-mapped GLB in the browser: describe the material or add a reference image, generate the PBR result, and download the Textured GLB. In Blender, use File > Import > glTF 2.0, then inspect the imported Principled BSDF material and tune the maps in the Shader Editor.
Fastest handoff
It keeps the mesh and supported materials together. Download the individual maps too when you expect to edit nodes, colors, or surface response.
Create the PBR result from your UV-mapped GLB.
Take the complete GLB and separate texture maps.
Finish the asset inside Blender.
Import workflow
Use the complete result for the fastest Blender handoff. Keep the separate maps nearby when you expect to edit nodes, colors, or surface response.
In Blender, choose File > Import > glTF 2.0 and select the downloaded .glb file from the browser workflow.
Select the mesh, open the Shading workspace, and confirm the imported images feed the expected Principled BSDF inputs.
Adjust color, roughness, or metallic response, check the normal map, then save a .blend or export for your next tool.
PBR map hookup
Use this table when the imported GLB needs manual material repair or your project requires engine-specific shaders.
Principled BSDF > Base Color
Treat color imagery as sRGB.
Normal Map node > Principled BSDF > Normal
Set the image to Non-Color data.
Principled BSDF > Roughness
Use Non-Color data.
Principled BSDF > Metallic
Use Non-Color data.
This is a browser workflow, not a Blender plugin or an in-Blender generator. It does not clean UVs, bake textures, replace custom shader nodes, add decals, or reproduce exact studio lighting; those steps remain manual Blender work.
Official sources
Continue the workflow
Upload a UV-mapped GLB, guide the look with text or a reference image, and download the complete result plus its PBR maps.