Free AI texture generator, No sign-up

Describe a surface, or start from a photo of one. About twenty seconds later you have a tileable 1024-pixel PBR material with colour, normal, height, roughness and metallic maps, on a lit sphere you can turn.

Examples:

About 20 seconds. You get the colour and the maps a renderer needs: normal, height, roughness and metal.

Or start from a photo of a surface

  • JPG
  • PNG
  • WebP
  • HEIC

Alone, it is made seamless: flat, evenly lit, tiling. With a description, the words say what to change. The photo is sent for the run and not kept.

No photo? Try one:

What you get

A 1024-pixel colour map painted by FLUX.2 klein, flat, evenly lit and seamless by construction. The normal, height, roughness and metallic maps are then read from it by models trained on textures, on the same shared GPU: bricks stand out from their mortar, cobbles are rounded, and only bare metal is marked as metal. The height map is 16-bit, and every map tiles like the colour does. Drop the folder into Blender’s Principled BSDF, a Unity or Unreal material, or a three.js MeshStandardMaterial and it works as is. The normal map uses the OpenGL convention; flip the green channel for Unreal.

A photo you want to keep exactly as it is? Image to normal map makes its maps without repainting it: quick ones in your browser, or the same AI maps on a free GPU. Or search the free CC0 textures: thousands of scanned materials, likely one close to what you need.

Engines

  • FLUX.2 kleinfree

    A 1024-pixel tileable surface from a description or a photo, with normal, height, roughness and metallic maps read from it by the material maps model.

    about 10 seconds

  • Studiosoon

    The same set refined and upscaled to 2K or 4K per map, kept private.

    about a minute

Questions

Is this an AI texture generator?
Yes, two models in a row on a shared GPU. FLUX.2 klein, an open-weights image model, paints the colour map from your description, your photo, or both. A second set of models trained on textures then reads the normal, height, roughness and metallic maps from that colour map, so a painted brick comes out raised and its white mortar sunk. If that second step fails, the maps are worked out from brightness in your browser instead, and the result says so.
What is a PBR material?
A set of images that together describe a surface for a renderer: base colour is what it looks like, normal and height fake the bumps, roughness says how glossy it is, metallic whether it is metal. Blender, Unity, Unreal and three.js all read the same set. A single photo is not a material. It has lighting baked in and no bumps.
Is it really seamless?
Yes, by construction. Every step of the painting runs twice, once on the picture as it is and once shifted by half, so the edges sit in the middle, and the two are blended. The edges end up painted like any other part of the picture, and the last step reads across them as it turns the result into pixels. The preview's tiled plane shows the result 3 × 3, and the "seamless" line in the report checks the seam.
Why 1024 pixels?
That is what the free engine paints. It is enough for most props, walls and floors in a game or a render. A 2K and 4K tier is what the paid engine will add.
What makes a good description?
The material and its state, plainly: 'mossy cobblestone', 'worn oak floorboards', 'rusted corrugated metal', 'terracotta roof tiles'. Colour and scale words help ('small grey pebbles'). Objects and scenes do not: a texture is a surface seen straight on.
Can I make a photo seamless?
Yes: add the photo and leave the description empty. It comes back as the same material, flat, evenly lit and tiling in every direction, with its maps. Add a few words to change it on the way: 'more moss', 'painted blue', 'as marble'.
Why does my photo show a seam when it tiles?
Two reasons, usually together. The left edge does not continue into the right one, and the light falls off across the photo, so one side is darker than the other. Repeat it across a floor and both show as a grid. Making it seamless fixes the edges and evens out the light.
Is it the same surface afterwards?
The same material, repainted. It keeps what the surface is, its colour, pattern and scale, and paints it again flat and evenly lit with edges that meet. Individual stones or planks move, so it is not the tool for a logo that has to stay exactly where it is. If the photo already tiles and you only need its maps, Image to normal map keeps it exactly as it is.
Do I need an account or to sign up?
No. There is no sign-up, no login and no email: open the page and use it. The AI runs on a free daily allowance per visitor, and when it is used up the page says when it comes back; the tools that run in your browser keep working in the meantime.

Next