AI terrain & PBR textures

Prompt a surface.
Get a PBR material for your 3D scene.

Generate a seamless terrain or trim-sheet texture, then extract up to five PBR maps from it — albedo, normal, roughness, metalness and height — ready to drop into a 3D material. The base texture is built to tile across a landscape or a prop, and every map that comes back is saved and downloadable on its own. Powered by AnnoMotion AI.

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What's inside

A texture in, its PBR maps out.

Describe a surface — rocky cliff, forest floor, weathered metal trim — and get a seamless base texture plus the maps extracted from it, so the surface lights and reacts the way a physically-based material should the moment you plug it in.

Seamless base texture

The texture is prompted as a repeating surface under flat, even, top-down light, and the extraction then runs in a tiling-aware mode — so the maps wrap the same way the colour does across a landscape or a repeating trim.

Up to five PBR maps

Albedo, normal, roughness, metalness and height are all requested from the base texture, and every map that comes back is stored and downloadable on its own — a surface that yields fewer keeps the ones it did produce.

AlbedoNormalRoughnessMetalnessHeight

Real surface depth

Normal and height maps give a flat texture believable relief, so bricks, rock and bark catch light instead of looking painted on.

Terrain & trim sheets

Cover big landscapes with tiling terrain, or generate trim sheets for edges, panels and props — the same pipeline handles both.

Rocky cliffForest floorWeathered metal trimCracked desert

3D-material ready

Plug the maps into a Unity, Godot or Unreal material and the surface responds to lights and reflections straight away.

Honest pricing

One price, quoted and debited on submit, auto-refunded in full if the job fails. No upsell and no per-tool surcharge. If the extraction returns no maps at all you keep the base texture and the map share comes back; a run that returns some of the five is charged the full price.

How it works

Three steps, one prompt, a material you can plug in.

01 — Describe

Prompt the surface

Say what the material is — "mossy rock cliff", "packed forest floor", "weathered metal trim". A short prompt sets the seamless base texture.

Mossy rock cliffPacked forest floorWeathered metal trimCracked desert clay
02 — Extract

Pull the PBR maps

The finished texture goes straight back in and the extractor is asked for albedo, normal, roughness, metalness and height. Whatever comes back previews in the browser, map by map.

03 — Apply

Build the material

Download the base texture and each map as its own PNG — lossless on purpose, because ringing in a normal or height map shows up as artefacts under a light — then wire them into a material in your engine. Re-download any past set from your gallery.

Built for

Environment, level and 3D artists.

When your scene needs surfaces that tile cleanly and react to light — a seamless base texture with its PBR maps extracted and engine-ready.

Open-world terrain

Cover cliffs, ground and rock across a landscape with tiling materials that hold up under close and distant lighting.

Environment props

Give crates, walls, pipes and machinery believable surface detail with matching normal and roughness maps.

Trim & modular kits

Generate trim sheets for edges, panels and seams so modular pieces share one consistent material language.

Prototypes & jams

Dress a grey-box level in real materials from a handful of prompts when there's no texture artist on the team.

Consistent material set

Keep rock, metal and ground surfaces reacting to light the same way so a whole scene reads as one world.

Look development

Try a surface as mossy, then cracked, then frozen — compare them as lit materials before committing your art direction.

FAQ

PBR materials, answered.

Which maps do I get back?

The extractor is asked for five — albedo, normal, roughness, metalness and height — and you get the seamless base texture alongside them. Each map that comes back is saved and downloadable on its own, and a surface that yields fewer than five keeps the maps it did produce rather than throwing the material away. Worth knowing how that is priced: the run is charged in full up front, so a texture that yields three maps costs the same as one that yields five. The one place credits come back is an extraction that yields no maps at all — you keep the base texture and the map portion of the charge, which is nearly all of it, comes back.

Is the base texture really tileable?

It is asked to be, on both stages. The texture is prompted as a repeating surface with no visible seams and flat, even, top-down lighting — a directional shadow is what usually gives a repeat away — and the map extraction then runs in a tiling-aware mode so the normal, roughness and height wrap the same way the colour does. It is a generative model, so preview before you commit a landscape to it.

What do I actually download?

Separate PNGs: the base texture, plus one file per extracted map. PNG rather than JPEG on purpose — a normal or height map carries geometry in its pixel values, and lossy compression puts ringing into surfaces that then shows up as artefacts under a light.

Does this work for props as well as terrain?

Yes. The same pipeline produces trim sheets and prop materials — describe weathered metal panelling or painted wood instead of a cliff face and you get a surface that repeats along an edge or across a panel, with the same map set behind it.

Can I use the materials in a commercial game?

Yes. Anything you generate is yours to ship — in commercial games, client work and marketing — subject to applicable law and our AI provider's policies. We don't claim ownership of your outputs and we don't watermark exports.

Build your first PBR material.

Prompt a surface, get a seamless terrain or trim-sheet texture, and extract up to five PBR maps from it — albedo, normal, roughness, metalness and height, ready for a 3D material.

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