Workflow

AI PBR material generator

Atlas turns a reference image and a text brief into a complete, tileable PBR material — base color, normal, roughness, metalness and height maps — with a built-in seam check.

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Four stages, brief to material set

01A close-up reference photo of iridescent purple scaled leather, used as the structural reference for the material

Structure read

Atlas reads your reference image for surface structure — pattern, scale, finish — separately from lighting and camera angle, which get discarded.

02

Brief fusion

Your text brief and the image analysis combine, with your text setting the theme, palette and style, and the image setting geometry and detail.

03The generated material broken into its base color, roughness and normal map channels, all matching the scaled reference

Material generation

Atlas’s in-house texturing pipeline generates a seamless, tileable material at your chosen resolution.

04The scaled material tiled edge to edge with no visible seams

Tiling check

A 2×2 preview grid stitches the material into a repeat pattern so you can check the seams before you use it.

Where the time goes

Stage
Manual
Atlas
Reference read & brief
30–60 minutes
4–8 seconds
PBR map authoring
2–8 hours
20–35 seconds
Tiling & seam verification
30–60 minutes
1–2 seconds
Total time, brief to material set
3–10 hours
25–45 seconds

Common questions

What does this workflow output?
A full PBR set — base color, normal, roughness, metalness and height maps — plus a combined preview and a 2×2 tiling check image.
How long does it take?
About 25 to 45 seconds: 2–4 seconds to read the reference image, 2–4 seconds for the brief, 20–35 seconds to generate the material itself, and 1–2 seconds to stitch the tiling check grid.
Can I control the art style?
Yes, extensively — describe any theme or mood in text, or supply a reference image to carry over real-world grain, weave or wear. Tiling direction, tile size and resolution are all adjustable.
Which engines are supported?
Standard PBR maps — drop straight into Unity, UE5, Godot, or any engine that reads a base-color / normal / roughness / metalness set.

Related workflows

Try this workflow in Atlas

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Try it on Atlas