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.

  1. Generate a flat, tileable source image

    • Some platforms target this directly. Layer lists "seamless textures" among its game-art agent skills. source
    • Check commercial terms on the tool page first. Scenario's free plan, for example, is personal/evaluation use only. source
  2. Convert the image into material maps

    • Materialize (open source, GPL-3.0) is a program for converting images into materials for video games. source
    • Or texture a mesh directly with an AI texturing tool. Meshy, for example, offers AI texturing and a Retexture API. source
  3. Bake or fix maps in Blender if needed

    • Cycles baking can produce normal and other maps from geometry or shaders. source
  4. 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.