Concept art to a PBR texture set
A concept image is not a material. Engines want a set of maps (albedo/base colour, normal, roughness or smoothness, metallic, AO). Here is a sourced route from an image to those maps.
Generate a flat, tileable source image
Convert the image into material maps
Bake or fix maps in Blender if needed
- Cycles baking can produce normal and other maps from geometry or shaders. source
Set up the material in your engine
- Unity (Built-in Standard shader): metallic and specular workflows, with smoothness read from a chosen texture channel. source
- Godot: StandardMaterial3D and ORMMaterial3D (occlusion, roughness and metallic packed into one texture). source
- Unreal Engine: texture import settings (compression and colour-space options for each map type). source
Checked 2026-10-17. Tools and docs change, so follow the linked sources. Not affiliated with any vendor.