Generate, inspect, and export a material
The current workflow runs in the browser. A generation creates five maps, stores the material in your library, and provides a ZIP download for manual setup in 3D software.
Create a material
Open the generator and describe a flat physical surface. Include the material, repeating structure, scale, color range, finish, and wear. Avoid camera, object, room, or dramatic lighting instructions because the result needs to behave as a texture.
A base generation uses one credit. Paid access also provides 2x and 4x options for surfaces that need more image detail.
Review the result
Check the rendered preview and the individual maps. Look for an obvious tile boundary, uneven scale, baked lighting in the albedo, unwanted objects, or a normal map that reads incorrectly in the target software.
If the material direction is wrong, revise the physical description before increasing resolution. A larger texture does not correct a weak pattern or unsuitable surface structure.
Save and download
Completed materials remain available in your library. Public materials can be saved for later. Paid plans and paid credits can create private materials that are not shown in the public feed.
Download the available maps together as a ZIP, extract the PNG files, and connect them to the matching shader inputs in your 3D software.
Software integrations
twirl Connect for Blender imports materials from the browser. See /plugins/blender for setup.
Unreal Engine, Unity, and Cinema 4D integrations are still coming soon. Until then, use the manual map setup described on each platform page.