Free · Local processing · No sign-up

Live 3D material editor

This page is the focused live 3D editor from NormalMapAI. For complete materials see the PBR texture generator; for photo-to-normals use the normal map generator on the homepage.

Live 3D PBR editor material preview
Live tool on this pageMaximize opens full workspace

Loading 3D preview…

Ctrl + scroll to zoom

UV

Sample textures: Poly Haven (CC0)

WHAT

What is the NormalMapAI live 3D editor?

The /app route is the focused live 3D material editor from NormalMapAI. Upload a photo, tune normal, height, roughness, AO, metallic and specular on a shader ball, then export — without the full homepage marketing chrome.

It is an auxiliary workspace next to two keyword landings: the homepage normal map generator and the dedicated PBR texture generator page. Bookmark /app when you want the editor only; send teammates to /pbr-texture-generator when they need the full-material explainer.

Processing stays on your device. Pair with /seamless-texture when edges still show, or /transparent-png when you need alpha before generation.

WHY

Why use the dedicated /app editor

Bookmarkable live 3D workspace

Share /app with teammates who only need the editor, not the marketing page.

Fullscreen live 3D layout

Maximize the workspace for long map-iteration sessions.

Same live 3D engine as the landings

Identical shaders as the homepage normal map generator and PBR texture generator.

Clear live 3D workspace role

Keeps /app from competing with the PBR texture generator keyword landing.

HOW IT WORKS

How the live 3D editor works

From photo to live 3D export in four live 3D steps.

  1. 1

    Upload into live 3D or pick a sample

    JPG, PNG or WebP — or learn controls on Poly Haven CC0 samples.

  2. 2

    Optional seamless repair before live 3D

    Open the seamless tool if edges show, then return here with the tileable albedo.

  3. 3

    Tune maps in live 3D

    Drag sliders; switch sphere/cube/plane and lighting until the material reads correctly.

  4. 4

    Download from live 3D or open PBR landing

    Export a ZIP, or read the full PBR texture generator guide when you need packing docs.

USE CASES

Who uses the live 3D editor

Indie games, archviz, freelancers and students.

01

Daily material blocking

Spin up maps from a reference photo between meetings.

02

Engine import drills

Practice Unity / Unreal packing with preset ZIPs before production.

03

Client look-dev

Keep proprietary photos local while iterating Principled setups.

04

Teaching PBR channels

Scrub sliders so students see how roughness and normals interact.

SCENARIOS

Who this is for

Short scenario-style notes from common workflows. These are illustrative use-case lines — not verified customer reviews, star ratings, or named endorsements.

Local preview while sliders are open is the difference between guessing and shipping a usable map.

Look-dev · real-time

We keep proprietary photos on-device — browser-only generation is the requirement, not a nice-to-have.

Studio · private refs

Same product family for seamless, cutouts and maps means less context switching between sites.

Indie pipeline

Anonymous scenario feedback · illustrative, not customer testimonials

Try the live tool on this page

Upload a photo, tune under 3D lighting, export locally — no account.

Back to the tool

COMPARE

Browser tool vs a desktop suite

When you need a fast, private map from a photo — without opening a full DCC install.

CapabilityNormalMapAITypical desktop suite
Install & licenseFree in the browser — no installPaid suite + disk install
Photo privacyStays on your deviceOften cloud or local project files
Live 3D checkBuilt-in preview while you tuneSeparate viewport / bake step
Engine ZIP packingUnity / Unreal / Godot / Blender presetsManual channel packing

LEARN

Guides & tutorials

Short how-tos for maps, seamless textures and engine imports.

All guides →

Ready to open the live 3D editor?

Scroll to the workspace on this page. For the full-material landing, visit the PBR texture generator.

FAQ

Frequently asked questions

Q1.What is the NormalMapAI /app live 3D material editor and live 3D workspace?▼

The NormalMapAI /app route is a focused, bookmarkable live 3D material editor that runs 100% locally in your browser. It gives you the same WebGL2 shader ball, multi-channel PBR sliders, and engine ZIP exporter as the homepage normal map generator without the long-form guide chrome.

Q2.How do I preview normal, roughness, and height maps on a live 3D model in the live 3D browser viewport?▼

Drop any JPG, PNG, or WebP texture into the live 3D material editor, switch between the shader ball, sphere, cube, plane, cylinder, and torus meshes, and drag the studio light around the viewport to inspect relief and specular highlights in real time.

Q3.Which PBR texture channels can I tune inside the live 3D editor with live 3D lighting?▼

Inside the live 3D material editor, you can tune Base Color (Albedo), Tangent-Space Normal (OpenGL or DirectX), 16-bit Height, 16-bit Displacement, Roughness, Ambient Occlusion (AO), Metallic, Bump, Curvature, and Specular maps simultaneously.

Q4.How is the /app live 3D editor different from a standard live 3D landing page?▼

The /app page is a streamlined workspace designed for daily production and quick bookmarking, whereas the /pbr-texture-generator and homepage routes include full step-by-step tutorials, channel explanations, and engine import documentation.

Q5.Can I export packed ORM and MetallicSmoothness ZIPs from the live 3D editor after live 3D tuning?▼

Yes, the live 3D material editor includes one-click export presets for Unity (MetallicSmoothness), Unreal Engine 5 (DirectX Normal + ORM), Godot 4 (OpenGL Normal + ORM), and Blender (Principled BSDF), plus a generic unpacked ZIP.

Q6.Should I choose OpenGL or DirectX normals inside the live 3D material editor for live 3D engines?▼

Choose OpenGL (Y+) for Blender, Unity, Godot 4, and Three.js workflows, or choose DirectX (Y-) for Unreal Engine 5 and DirectX pipelines. The live 3D editor and export presets flip the green channel automatically.

Q7.How do I fix tile seams before opening the live 3D editor for live 3D previewing?▼

Use the top navigation or companion links to open the Seamless Texture tool (for multi-scale edge blending and lighting removal) or the Transparent PNG tool (for black/white background keying), then click Send to PBR Generator to return to the live 3D editor.

Q8.What export resolutions and bit depths does the live 3D material editor support in live 3D mode?▼

You can export at 512, 1024, 2048 (2K), or 4096 (4K) pixels. Albedo, normal, roughness, and packed ORM channels export as 8-bit PNGs, while height and displacement channels export as 16-bit PNGs for smooth vertex displacement.

Q9.Why does the live 3D editor update live 3D shaders in milliseconds?▼

NormalMapAI computes normal gradients, height smoothing, AO cavities, and roughness curves on your GPU using custom WebGL2 fragment shaders. If a browser lacks WebGL2 or exports at 4096 px, it falls back cleanly to a local CPU worker.

Q10.Where do the built-in sample materials in the live 3D editor and live 3D preview come from?▼

The built-in rock wall, rusty metal, and wood plank demo materials are CC0 public-domain surface textures from Poly Haven, included so you can test the live 3D editor sliders and lighting before uploading your own photos.

Q11.Are textures uploaded when I work in the /app live 3D editor and live 3D viewport?▼

No, your source images and generated maps never leave your device. Every decoding, WebGL2 shading, and ZIP packaging step runs locally inside your browser memory.

Q12.Can I use materials exported from the live 3D editor in commercial live 3D games and renders?▼

Yes, NormalMapAI is 100% free with no watermarks or licensing fees. All PBR maps derived from your own images are yours to ship in commercial games, archviz scenes, VFX, and client deliverables.