Describe what the surface is made of and how it repeats
The generator needs enough physical information to build a repeatable material. Clear nouns and measurable qualities are more useful than broad style adjectives.
Start with material and pattern
Name the dominant material first, then state its structure. Examples include running bond red brick, quarter-sawn oak boards, woven charcoal wool, hammered copper sheet, or fine exposed aggregate concrete.
For composite surfaces, explain which material is the base and how the secondary material appears. Keep the description focused on the texture plane.
Set scale and spacing
Describe whether details are fine, medium, or coarse. Include approximate dimensions when grout width, plank size, weave density, or aggregate size changes how the material reads.
Scale language helps prevent a surface from looking like a distant landscape or a close macro image when it is applied to ordinary UVs.
Add finish, age, and variation
Use finish words such as matte, satin, polished, brushed, honed, glazed, oxidized, porous, or sealed. Add wear only where it belongs, such as fine scratches, water staining, chipped paint, dust, or softened edges.
Keep variation controlled. Random stains and strong color shifts can make a tile obvious when the texture repeats across a large surface.
Review and iterate
Generate at the base resolution while testing the wording. Inspect the repeat, feature scale, albedo lighting, map alignment, and response on a simple shader.
Change one idea at a time. Tighten the pattern, reduce wear, shift the finish, or correct the scale before using a 2x or 4x generation.