Gamedev Texture Tools

Noha Design in Materials and Shading


You finished the texture. Now comes the part nobody enjoys.

Exporting PBR maps for a game engine shouldn't cost more time than building the asset itself. But there you are — computing normals, manually packing AO, Roughness and Metallic into a single ORM texture, then double-checking whether Unity HDRP wants Smoothness in the alpha or the red channel. And if you switch engines mid-project, you start over.

GameDev Texture Tools removes that entire step.

Drop in a source texture, pick your target engine, and you get a complete, correctly named, import-ready PBR map set — without leaving Blender.


What gets generated:

  • Albedo / Base Color (source copy with correct engine naming)
  • Normal Map (height-to-normal conversion)
  • Roughness / Smoothness
  • Ambient Occlusion
  • Height / Displacement
  • Metallic
  • Packed maps with the exact channel layout each engine expects (ORM, MaskMap, MetallicSmoothness)

Engine presets included:

Engine Output Normals
Unreal Engine 5 ORM packed, T_Name_ prefix DirectX
Unity HDRP MaskMap (R=Metal G=AO A=Smooth) + Height OpenGL
Unity URP MaskMap (R=Metal G=AO A=Smooth) OpenGL
Unity Built-in MetallicSmoothness + separate AO OpenGL
Godot 4 ORM packed, lowercase naming OpenGL
Roblox Engine-standard naming OpenGL
Generic / Separate Maps Every map as a separate file — you choose which ones Your choice

Material presets — algorithms tuned to your surface type:

Every map algorithm adjusts automatically based on what material you're working with. No manual tweaking of normal strength, AO depth, or roughness variation needed.

  • Generic — balanced defaults for any surface
  • Wood / Organic — emphasises grain detail and roughness variation
  • Stone / Concrete — deep crevice AO, sharp edge definition
  • Metal / Hard — subtle AO, detail-driven roughness, sharp specular
  • Fabric / Organic Soft — soft normals, variance-based roughness

Custom map selection — take only what you need:

Don't need every map? Switch to the Generic / Separate Maps preset and pick exactly which files get generated — including advanced maps like Curvature, Cavity, Specular, Thickness, and Opacity. No unnecessary files written to disk.


One-click material preview — apply directly to your object:

After generating maps for a single texture, hit Preview Material and the full PBR material gets built and applied to your active object instantly. All maps connected, ready to inspect in the viewport — no manual node setup.


Batch processing included.

Point the addon at a folder and it processes every texture inside — same preset, same resolution cap, no manual steps repeated. Useful the moment you're working with more than one asset.

Output resolution: Original size, 2048 px, 1024 px, or 512 px — caps the longest edge automatically.


Everything lives in the Blender sidebar (View3D → Sidebar → GameDev tab). No external software, no round-trips through Photoshop or Substance Painter, no format conversion, no external Save

Built by a developer who switched engines one too many times and got tired of repacking the same textures by hand.


Requirements: Blender 4.0 or newer · NumPy (included in all official Blender builds from blender.org)


$22

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Details
Blender Extension Compatible Yes
Dev Fund Contributor
Published 5 months ago
Blender Version 4.2 - 5.1
Extension Type Add-on
License GPL