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Guide

PBR Maps Explained: Albedo, Normal, Roughness, AO, Metallic and More

Physically based rendering needs a small set of textures that describe color, shape and light response. Here is what each map does and which ones NormalMapAI generates from one photo.

Steps

  1. Start from a photo in the homepage generator (or a sample material).
  2. Inspect each map thumbnail: albedo, normal, height, roughness, AO, metallic, bump, curvature, specular.
  3. Tune sliders while watching the 3D preview under studio lighting.
  4. Export an engine ZIP so channel packing matches Unity, Unreal, Godot or Blender.

Color and shape

Albedo (base color) is the flat color without strong baked shadows. Normal maps fake micro-detail under lights. Height and displacement store greyscale elevation — height for parallax, displacement for moving geometry (16-bit PNG here).

Light response

Roughness controls how blurry reflections are (white = rough). Metallic marks metal vs dielectric. Specular is used in specular/gloss workflows and some Blender setups. AO darkens cracks where ambient light is blocked.

Extras: bump and curvature

Bump is a single-channel height-like map for older or simpler shaders. Curvature highlights edges and cavities and is useful for wear masks or procedural dirt — not required by every engine.

FAQ

Which maps does NormalMapAI generate?

Albedo, normal (OpenGL or DirectX), height, displacement, roughness, AO, metallic, bump, curvature and specular.

Do I need every map?

Most real-time materials need at least albedo, normal and roughness (plus metallic or specular). AO and height improve contact shadow and parallax.

Is this the same as Substance?

Same map names and goals, different workflow: photo → browser generator instead of a full authoring suite.