texel.Open free tools

MATERIAL NOTES · UPDATED OCTOBER 25, 2026

Image to PBR Maps: A Practical Workflow

An image-to-PBR converter can give you editable material maps quickly. It cannot recover a surface’s true physical properties from a photograph. Treat the output as a starting point, then judge it under the lighting and scale of your actual scene.

1. Choose a source that describes the surface

Start with a front-facing surface image under even light. Avoid a strong cast shadow, a bright reflection, perspective distortion or a large object crossing the frame. Those features become part of the image and can influence every derived map.

Decide which crop you need before conversion. Check the working image and output dimensions in the tool. Keep the original separately: resizing, border blending and map adjustments should not become your only remaining copy.

2. Understand the five files

Texel derives maps with browser image processing. Brightness and nearby pixel differences provide useful cues, but dark paint is not necessarily a cavity and a white mark is not necessarily raised.

3. Adjust in an order you can diagnose

First decide whether the base image needs seam blending. Check its repeat before judging small surface details. Then set height contrast and raise normal strength gradually. Excessive strength can turn subtle grain into sharp ridges.

Adjust roughness and AO last. Compare each map with the combined material preview, changing one control at a time. If a painted mark keeps becoming a bump, edit the source or use a prepared height image; stronger settings will reinforce the mistake.

4. Connect maps deliberately

In Blender, route a tangent-space normal texture through a Normal Map node and set that image to Non-Color. Its UV mapping must agree with the material. Blender’s displacement documentation also distinguishes bump shading from actual displacement, which needs suitable mesh subdivision.

Check the exact shader before importing into a game engine. Unity’s URP Lit shader uses smoothness and supports specific packed channels; a separate roughness PNG is not a ready-made packed texture. Unreal exposes roughness and metallic as distinct material inputs. Texel does not supply a metallic map or assemble these engine materials.

5. Validate the exported result

Download the individual PNGs or ZIP, reopen the files and confirm their dimensions. Keep their UV scale aligned. Test them on the intended mesh under more than one light direction, including the distance at which players or viewers will see it.

Record the source, settings and normal convention alongside the files. The export contains images, not automatic UVs, a native Blender file or a guarantee of production readiness. For close-up displacement, review precision requirements: Blender notes that 16- or 32-bit displacement images preserve more detail than 8-bit images.

A RECORDED TEXTURE WORKFLOW

One prompt. One surface. Five inspectable maps.

This pale travertine image was generated on October 25, 2026 with Nano Banana 2 via Kie. The map set below was then exported from Texel. Download the actual files and judge the result for your own scene.

AI-generated pale travertine with fine pores and subtle horizontal mineral bands
Actual AI output · 1024 × 1024 PNG

The prompt used

Pale warm travertine limestone, fine irregular pores and subtle horizontal mineral bands, matte natural stone, even neutral lighting, orthographic surface scan, no objects, no shadows, seamless repeating material

“Seamless” was part of the request. That wording does not establish that the returned image tiles cleanly.

Download the original source PNG ↗

The exported maps

All five files are 1024 × 1024 PNGs. These resized previews link to the original exports.

Travertine base color map from this recorded export
Base colorThe source color, without seam blending. Any lighting baked into the image remains.
Travertine normal map from this recorded export
NormalOpenGL (+Y) directions estimated from brightness. Adds shading detail, not geometry.
Travertine roughness map from this recorded export
RoughnessEstimated reflection spread. It is not a measurement of how this stone reflects light.
Travertine height map from this recorded export
HeightA grayscale relief estimate. Bright details are treated as higher, even if they are paint.
Travertine ao map from this recorded export
AOEstimated local darkening. It does not account for surrounding geometry or scene lighting.

Export settings, kept visible

Seam blending was off. The exported base color has the same decoded pixels as the source image. Normal, roughness, height and AO are browser-derived estimates.

Normal
OpenGL (+Y), strength 3
Roughness control
0.65
Height contrast
1
AO strength
1

A saved blend width of 0.35 was inactive because blending was disabled. The ZIP includes the original settings README.

This is one recorded result, not a typical-quality benchmark or a promise that the same prompt will produce the same image. The maps do not measure physical material properties, include a metallic map, or configure your renderer. Inspect the repeat and test the files in your actual material setup.

File verification

The source matches the recorded SHA-256 checksum. The downloadable ZIP is an unchanged copy of this workflow’s export.

Source SHA-256
99baf2abb5d54a6ed226d04287a28b87da21aaef71da6e3c2c42cd8652a67d96
ZIP SHA-256
b75d3319ce2e468968b49fbcbbcc84ec53069e15f0c44340d9b7eda718388d8d

Sources and further reading

Try the workflow with your own image: Build a set of texture maps →

Related material notes