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Materialize - free texture generation tool


Materialize is a stand alone tool for creating materials for use in games from images. You can create an entire material from a single image or import the textures you have and generate the textures you need.

While this tool has a background in the professional games industry, the developer Mike V made it available as open source today!

What can it do?

  • Diffuse -> Height
  • Diffuse -> Metallic
  • Diffuse -> Smoothness
  • Height -> Normal
  • Height + Diffuse -> Normal
  • Normal -> Edge
  • Normal -> Occlusion
  • Normal + Height -> Occlusion
  • Normal -> Height
  • Seamlessly tile your textures.
  • Save and load in a variety of formats.
  • Automate many processes with clipboard commands in xml format.

Who is using it?

Materialize was used on the Uncharted Collection to generate metallic, smoothness, and occlusion textures to update most of the environment materials in Uncharted 1 and 2.

The automation features were developed to quickly open and save multiple texture files.

Please note that at this moment, only a Windows build is available. Mike is looking for developers to help him port and build it on Mac and Linux.

About Author

Bart Veldhuizen

I have a LONG history with Blender - I wrote some of the earliest Blender tutorials, worked for Not a Number and helped run the crowdfunding campaign that open sourced Blender (the first one on the internet!). I founded BlenderNation in 2006 and have been editing it every single day since then ;-) I also run the Blender Artists forum and I'm Head of Community at Sketchfab.


    • it just leaves the name as diffuse but it seems like it does that already with the sliders in the edit diffuse options. it's just a matter of knowing what you're looking for
      diffuse and albedo are basically the same thing it's just that albedo isn't meant to have lighting/shadow information on it. while diffuse might.

      one suggested way of making an albedo map is in photoshop (or gimp) to duplicate the image to a second layer, desaturate the new layer, and then set it to soft light. some people say that's all you need others suggest tweaking the levels a bit after that. it really just flattens out the lighting information a good bit so there's less contrast in the light/darks of the image. it lightens up the darks and slightly darkens up the lights.

      here's some work you can check out the albedo maps on using the on page sketchfab or marmoset viewer... you might have to scroll down a bit in some of these. they usually put them at the bottom of the page in artstation. more cartoony. solid blocks of color. a bit more realistic. lots of different colors of varying value but overall it's still just flat color information without any shading or highlights. another example. a little more cartoony. there's no real directional light on the albedo map. generally evenly lit from all directions (with some desaturation and a little darkening the farther down into the water it goes to fake the loss of light that happens in deep waters.

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