Environment surfaces
Generate walls, floors, terrain, roofing, and damaged variants that support the location and visual language of a level.
Solutions / Game Development
Create material options for environments, props, and prototypes without waiting for the exact surface to appear in a stock library. twirl exports five maps that can be adapted to the shader and performance limits of your game.
Use text prompts to explore a surface direction, then test the selected material in the engine. Texture scale, compression, channel packing, and shader cost still need to be decided for the target platform.
Generate walls, floors, terrain, roofing, and damaged variants that support the location and visual language of a level.
Test painted metal, worn plastic, fabric, leather, wood, and other finishes before committing to a final asset treatment.
Replace generic gray materials early so lighting, contrast, and scene readability can be judged with more useful surface information.
Browse public generated materials, then validate tiling, texel density, memory use, and channel conventions inside the target engine.
Can twirl materials be used in commercial games?
Yes. Generated materials can be used commercially on every plan, subject to the terms of service.
Are the textures optimized for a specific game engine?
No. twirl provides separate PNG maps. You choose resolution, compression, channel packing, and shader setup for the engine and target hardware.
Are Unreal Engine and Unity plugins available?
Not yet. Direct integrations are coming soon. Manual texture import works now.