Workflow

Retexture a 3D model with AI

Atlas takes an existing 3D mesh, a style reference, and a short brief, and repaints it — new PBR materials, same geometry, exported as GLB.

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Three stages, mesh to new material

01The source mesh before retexturing — an ornate crown in its original dark stone-and-iron material

Analyze

Atlas reads your style reference for material, palette and wear, and expands your brief into a precise material direction.

02The same crown mesh repainted with a new cool-toned metal and gem material, geometry unchanged

Paint

The texturing engine applies the new look directly onto your existing mesh.

03The finished PBR maps extracted from the retexture pass — base color, roughness and normal

Extract

The finished materials come back out as individual, game-ready PBR maps.

Where the time goes

Stage
Manual
Atlas
Reference read & material brief
30–60 minutes
5–10 seconds
Texturing the mesh
2–8 hours
1–2 minutes
Map extraction & export
15–30 minutes
2–5 seconds
Total time, mesh to new material
3–9 hours
1.5–3 minutes

Common questions

What does this workflow output?
A retextured 3D model (GLB) with embedded PBR materials, plus the individual base color, normal, roughness, metallic and AO maps.
How long does it take?
Roughly 1.5 to 3 minutes: 5–10 seconds to read the brief and style reference, 1–2 minutes for the texturing pass itself, and 2–5 seconds to extract the individual PBR maps.
Can I control the art style?
Yes, three ways — text only, an image reference, or both together (image for palette and mood, text for specific details like glowing runes or trim).
Which engines are supported?
GLB drops into Unity, UE5, Godot, Roblox, and WebGL.

Related workflows

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