Guide
Import PBR Maps into Unity, Unreal Engine and Blender
Export presets pack maps the way each engine expects. This guide covers import settings so albedo stays colored, normals stay linear, and ORM / MetallicSmoothness land in the right channels.
Steps
- In the generator, pick Unity, Unreal, Godot, Blender or Generic and download the ZIP at your target size.
- Unity: assign albedo (sRGB), normal (Normal map), MetallicSmoothness (sRGB off; metallic in R, smoothness in A).
- Unreal: use Base Color, Normal, and ORM (Occlusion/Roughness/Metallic, sRGB off, Masks compression).
- Blender: Base Color sRGB; Normal / Roughness / Metallic / Displacement Non-Color; Normal → Normal Map node; Displacement → Displacement node.
- Orbit a lit mesh and compare against the site’s 3D preview. If bumps invert, check OpenGL vs DirectX.
Unity (URP / Built-in)
Use the Unity preset. It writes MetallicSmoothness with metallic in red and smoothness (1 − roughness) in alpha. Leave albedo in sRGB; uncheck sRGB on MetallicSmoothness and treat the normal as a Normal map type.
Unreal Engine
Unreal expects DirectX normals and an ORM (or ARM) packed texture: AO in R, roughness in G, metallic in B. Import packed masks as linear. The Unreal preset exports this layout for you.
Blender
Connect maps to Principled BSDF. Only Base Color stays sRGB. Height / displacement can drive a Displacement node for real geometry offset when your render settings allow it.
FAQ
Which ZIP should I pick?
Match your DCC or engine. Generic includes every map if you pack channels yourself.
My material is black in Blender — why?
Usually a missing image path or wrong UV map. Relink images and confirm UVs in the UV Editor.
Does Godot use the same pack as Unreal?
Godot 4 also uses ORM-style packing. Use the Godot preset from the export panel.