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Artist pathway

Create, convert and check PBR texture maps in the browser

Use this pathway to move from a source image, prompt or procedural pattern into normal, roughness, AO, displacement, tiling, skybox and preview checks without leaving the browser.

The decision

What this solves

Texture issues often show up as wrong roughness, broken tiling, noisy normals, missing support maps, mismatched skybox orientation or maps that do not hold up in a 3D preview.

Tools for this task

Start with these tools

Use the tools in order, or jump straight to the one that matches the question in front of you.

Workflow

Recommended workflow

The sequence keeps the work practical and reduces the usual guesswork before production.

Choose the source

Start with a photo, source texture, material prompt or procedural pattern depending on what you need to create.

Open tool

Generate the support maps

Create or convert the normal, roughness, height, ambient occlusion and specular maps that make the material react properly to light.

Open tool

Check tiling and scale

Use Texture Tiler and the procedural tools to remove visible seams before testing the material in a real render context.

Open tool

Handle environment maps separately

Use Cube Map Converter when the texture job includes HDRI, skybox or environment-map delivery.

Open tool

Preview before production

Load the material or model into 3D Render Studio to catch lighting, roughness and normal-map issues before committing to production texturing.

Open tool
Example outcome

A quick PBR map set, seamless texture test or skybox conversion ready for material look development.

Basis and limitations

The texture tools are intentionally low-friction so artists can move between prompt, image, procedural and preview workflows before committing to production texturing. Texture guidance reflects practical browser-tool limits and current Labs protection rules.

Khronos glTF material specification: Defines the metallic-roughness material model and texture channels for glTF delivery. Other renderers may use different conventions.

Common mistakes
  • Baking brand stamps into technical maps.
  • Using one texture resolution for every camera distance.
  • Ignoring roughness until the final lighting pass.
  • Checking normal maps without confirming the target engine orientation.
  • Treating HDRI skyboxes and material textures as the same delivery problem.
Work with XO3D

Related XO3D services

Use the tools to clarify the task. For a product campaign that needs creative direction and production, explore the relevant XO3D programme.

Next pages

Keep going

FAQ

Questions this page answers

Are texture maps uploaded?

Most image and texture tools process files locally in the browser where the tool supports file input. AI Texture Generator currently runs its free Synthetic mode in the browser; future paid photoreal cloud generation would need separate privacy wording before launch.

Why are some technical maps not visually branded?

Technical maps should not be visually stamped because that can corrupt the material result.

Can these replace full material authoring?

No. They are quick utility tools for generating, checking and preparing maps before production work.

Which tool should I start with?

Use Image to PBR for a source image, AI Texture Generator for a prompt, Procedural Texture Generator for generated patterns, Normal Map Creator for support maps, and Texture Tiler when the main problem is visible seams.

Next step

See CGI production support

Bring the product, audience, launch date and required assets. We can help define the creative direction and production scope from there.

Tell us about your brief

Last reviewed: 2026-06-04

Updated: 2026-09-05