1. Generate
Create the PBR result from your UV-mapped GLB.
Blender texture workflow
Download the Textured GLB, then use File > Import > glTF 2.0 in Blender. Supported glTF materials arrive as Principled BSDF materials, so you can render immediately or open the Shader Editor to fine-tune the individual PBR maps.
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 handoff. Keep the separate maps nearby if you plan to edit the material.
In Blender, choose File > Import > glTF 2.0 and select the downloaded .glb file.
Select the mesh, open the Shading workspace, and confirm the imported images feed a Principled BSDF material.
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.
The GLB carries a portable metallic-roughness PBR material, not a custom Blender shader graph. Procedural nodes, decals, and exact studio lighting still need 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.