Stone · wood · metal · ground · sci-fi panels
AI Texture Generator — seamless textures for Blender, Unreal and Unity
Describe a surface and get a square, tileable colour texture lit flat from above — then turn it into a material with a free normal and height map, and know exactly which PBR maps you still need to make.
- Tileable base-colour textures
- Free normal + height maps
- Upscale to 4K
- No watermark
Updated by the Kenerate AI team
On this page
Quick answer
What is an AI texture generator, and can it make PBR textures?
An AI texture generator turns a prompt like “mossy cobblestones, top-down” into a square texture image for a 3D material. On Kenerate AI it makes the base colour (albedo) map — a tileable image with flat, even light — on models such as Qwen Image 3.0 (free plan). It does not output roughness, metallic or AO maps: make the normal and height maps in Kenerate's free Normal Map Generator, and the rest with free tools such as Materialize or by hand.
Key facts
- What it makes
- Base colour (albedo) texture — PNG or JPG
- Free-plan model
- Qwen Image 3.0 (1K or 2K)
- Native 4K
- GPT Image 2.5 Sunburst, Nano Banana 2.1
- Bigger
- Image Upscaler to 2K, 4K or 8K
- Normal + height
- Free Normal Map Generator, in your browser, up to 2048 px
- Not made
- Roughness, metallic, AO — free tools below
- Watermark
- None
PBR maps
Which PBR maps can you get, and where from?
A PBR material is several images working together. Here is what each one stores and how you get it with Kenerate plus free tools.
| Map | What it stores | From Kenerate? | How to make it |
|---|---|---|---|
| Base colour (albedo) | The surface's own colour, with no light, shadow or reflection | Yes — any image model | Prompt “top-down, flat even lighting, no shadows”; check the seams |
| Normal | Which way each pixel faces, as RGB, so flat surfaces catch light like bumps | Yes — free Normal Map Generator | Upload the colour map; pick OpenGL (Blender, Unity, Godot) or DirectX (Unreal); switch on Seamless edges |
| Height / displacement | Greyscale: white is high, black is low | Yes — same tool, height map PNG | Use as a bump map, or as real displacement on a dense mesh |
| Roughness | Greyscale: black is glossy (mirror), white is matte | No | Materialize (free, Windows) makes a smoothness map — invert it — or paint one from the colour map |
| Metallic | A mask: white for bare metal, black for everything else | No | Most stone, wood and ground textures are all black; paint white only where metal shows |
| Ambient occlusion | Soft shadow in cracks and gaps | No | Materialize, or bake it in Blender from the real geometry |
Prompts
Texture prompts to copy
The last prompt is an edit: upload your surface photo first. The rest work from text alone. Each one opens Image Studio with the prompt filled in.
- Material
- Stone, wood, metal, sand…
- Wear
- Moss, rust, scratches, chips
- View
- Top-down, orthographic
- Light
- Flat, even, no shadows
Mossy cobblestones
Grey cobblestones with moss in the gaps and a few wet patches, photoreal surface detail, seamless tileable texture, top-down orthographic view, flat even lighting, no shadows, no perspective, edge to edge, square.
Oak floor planks
Weathered oak floorboards running vertically, visible grain and small knots, natural honey colour, seamless tileable texture, top-down orthographic view, flat even lighting, no shadows, no perspective, edge to edge, square.
Red brick wall
Old red brick wall in a running bond with light grey mortar, slightly chipped edges, photoreal, seamless tileable texture, top-down orthographic view, flat even lighting, no shadows, no perspective, edge to edge, square.
Rusty metal plate
Painted steel plate with orange rust, scratches and a few rivets, worn industrial look, seamless tileable texture, top-down orthographic view, flat even lighting, no shadows, no perspective, edge to edge, square.
More prompts (5)
Desert sand
Fine desert sand with soft wind ripples and a few small pebbles, warm beige colour, seamless tileable texture, top-down orthographic view, flat even lighting, no shadows, no perspective, edge to edge, square.
Forest floor
Forest floor of pine needles, dry leaves, twigs and small stones, natural browns and greens, seamless tileable texture, top-down orthographic view, flat even lighting, no shadows, no perspective, edge to edge, square.
Hand-painted stylised stone
Hand-painted stylised stone tiles for a fantasy game, chunky shapes, soft painted highlights, muted blue-grey palette, seamless tileable texture, top-down orthographic view, flat even lighting, no shadows, no perspective, edge to edge, square.
Sci-fi floor panel
Sci-fi metal floor panels with grooves, small vents and hazard stripes, clean grey and dark blue, seamless tileable texture, top-down orthographic view, flat even lighting, no shadows, no perspective, edge to edge, square.
Remove baked light (edit)
This is a photo of a surface. Turn it into a flat, evenly lit texture seen straight from above: remove the shadows, highlights and perspective, keep the material, colours and pattern the same, and make the edges tile seamlessly.
How to
How to use the AI texture generator
- Time needed
- Steps
- 4 steps
Step 1
Open Image Studio
Press “Make a texture”. Image Studio opens on Qwen Image 3.0, a free-plan model. Keep Square 1:1.
Step 2
Describe the surface
Name the material and its wear, then end with “seamless tileable texture, top-down orthographic view, flat even lighting, no shadows, no perspective, edge to edge”.
Step 3
Check the seams
Offset the tile by half its width and height with wrap-around in Photoshop, GIMP or Photopea. A cross in the middle means a seam: fix it and offset again.
Step 4
Upscale if you need 4K
Open the Image Upscaler, pick 4K and upscale the clean tile. Offset it once more before you use it.
See it in the app

Open Image Studio and type what you want to see — subject, style, lighting and mood.
Watch the tour · 1:23
Prompts, styles, references, edit, Arena & chat
Chapters
Tips
Get a texture that works as a material
What separates a usable texture from a pretty picture of a surface.
Ask for a top-down, orthographic view. Any perspective makes the texture stretch when it repeats.
Ask for flat, even lighting and no shadows. The engine adds light later; baked shadows fight it.
Generate square (1:1). Engines and UV layouts expect square tiles.
Keep features small and even. One big crack or stone is the first thing your eye catches in a repeat.
Run the offset test on every tile, and again after you upscale it.
Make the normal map from the final colour map, so the bumps line up with the colour.
Models
Models for textures
What each model is good at. Open any one straight in the generator.
- Free plan

Alibaba
Qwen Image 3.0
- Reference images
- Up to 3
- Output
- 1K or 2K
Open Qwen Image 3.0Best for
Default here · free plan · the model Kenerate's game builder uses for tileable textures

OpenAI
GPT Image 2.5 Sunburst
- Reference images
- Up to 16
- Output
- 1K to 4K
Open GPT Image 2.5 SunburstBest for
Native 4K tiles · seam-fix and remove-light edits
Google
Nano Banana 2.1
- Reference images
- Up to 14
- Output
- 1K to 4K
Open Nano Banana 2.1Best for
Match a reference photo of a real surface

ByteDance
Seedream 5.0 Pro
- Reference images
- Up to 10
- Output
- Up to 2K
Open Seedream 5.0 ProBest for
Detailed painted and stylised surfaces

Recraft
Recraft 20B
Open Recraft 20BBest for
Illustration · Seamless style preset for flat, stylised tiles
FAQ
AI Texture Generator questions
10 questions
What is an AI texture generator?
A tool that makes texture images for 3D and games from a text prompt — stone, wood, metal, ground, fabric or sci-fi panels — usually as square tiles that repeat across a surface. On Kenerate AI you describe the material and ask for a “seamless tileable texture, top-down, flat even lighting”; the result is the colour (albedo) map of a material.
Link to this answerCan AI generate PBR textures?
Partly. Kenerate's image models make the base colour map only. The free Normal Map Generator on Kenerate adds a normal map and a height map from that image, in your browser. Roughness, metallic and ambient occlusion maps are not made by Kenerate: use a free tool such as Materialize (Windows), paint them in an image editor, or bake AO in Blender. Any tool that guesses these maps from one picture is estimating — check them lit in your engine.
Link to this answerHow do I make a seamless, tileable texture?
Ask for it in the prompt (“seamless tileable texture, edge to edge, no border”), keep the canvas square and the lighting flat, then prove it with the offset test: move the tile by half its width and height with wrap-around on. If a cross appears in the middle, clone over it or upload it and ask an edit model to remove the seam, then offset again. Our seamless pattern generator page walks through the test step by step.
Link to this answerWhat resolution should a game texture be?
Square power-of-two sizes — 1024, 2048 or 4096 pixels — are the usual choice for game textures, and the larger the surface is on screen, the bigger the tile it needs. Generate at 1K or 2K, or at 4K on GPT Image 2.5 Sunburst or Nano Banana 2.1, and use the Image Upscaler for 4K or 8K. In Kenerate's tests the upscaler's 4K setting turned a square image into 4096 × 4096 pixels.
Link to this answerHow much does it cost?
Qwen Image 3.0 is a free-plan model at 9 credits per image (1K or 2K). Recraft 20B is 6.6 credits. GPT Image 2.5 Sunburst at medium quality is 7.2, 12 or 21 credits at 1K, 2K or 4K, plus 4.5 per reference image on an edit. Nano Banana 2.1 is 21, 31.5 or 42. The Image Upscaler is 3 credits at 2K, 4K or 8K, and the Normal Map Generator is free. New accounts get starter credits; packs are one-time and never expire.
Link to this answerHow do I use an AI texture in Blender?
Add an Image Texture node with the colour map into the Base Color of a Principled BSDF. Add the normal map as a second Image Texture set to Non-Color, run it through a Normal Map node into Normal — Blender uses the OpenGL convention, so export the normal map as OpenGL (Y+). Use the height map through a Bump node, or as displacement on a subdivided mesh.
Link to this answerHow do I use it in Unreal Engine?
Import the colour map into Base Color of a material and the normal map into Normal. Unreal uses the DirectX convention, so pick DirectX (Y−) in the Normal Map Generator. Epic describes Base Color as the surface colour without lighting or shading, which is why the texture prompt asks for flat, even light and no shadows.
Link to this answerCan I turn a photo of a real surface into a texture?
Yes. Upload the photo to Image Studio, pick GPT Image 2.5 Sunburst or Nano Banana 2.1 and ask it to “remove the shadows, highlights and perspective, keep the material, colours and pattern, make the edges tile seamlessly”. Edit models redraw the image, so compare it with the photo and run the offset test before you use it. Only use photos you took or have the rights to.
Link to this answerCan it texture my own 3D model?
Not directly. Kenerate's image models make flat texture tiles, not textures painted onto your mesh's UV layout, and 3D Studio's Retexture mode has been removed. 3D Studio does texture the models it generates itself — several engines output PBR materials — so for a whole textured prop use the AI game asset generator or the AI 3D model generator for Blender instead.
Link to this answerHow is this different from the seamless pattern generator?
The seamless pattern generator is for print and graphic repeats — fabric, wallpaper, gift wrap, web backgrounds. This page is for 3D and game materials: top-down surfaces, flat light, power-of-two sizes and the extra PBR maps. The prompting and the offset test are the same idea.
Link to this answerIn depth
AI Texture Generator, explained
What works, what to avoid, and how to pick a model.
On this page
What makes a texture usable in a 3D engine?
A texture for a material is not a photo of a surface. It is the surface's colour with the light taken out, seen straight from above, in a square that repeats without a line. Epic's own guide describes Base Color as the colour you would see through a polarising filter — no reflections, no lighting, no shading.
Image models draw one picture at a time, so each of those properties is something you ask for, not something you get by default. That is why every prompt on this page ends with the same tail: top-down orthographic view, flat even lighting, no shadows, no perspective, edge to edge.
From one colour image to a full material
The order that keeps the maps lined up:
- Generate the base colour tile and fix any seam (offset test).
- Upscale it if you need 4K — then run the offset test again, because the upscaler sees the tile as a single picture.
- Make the normal and height maps from that final tile in the free Normal Map Generator, with Seamless edges on. It works up to 2048 px; for a 4K colour map, a 2K normal map is usually fine.
- Make roughness and metallic: for stone, wood and ground the metallic map is plain black; roughness can come from Materialize's smoothness map (inverted) or a desaturated, levelled copy of the colour map.
- Load the colour map as sRGB and every other map as Non-Color (linear), then check the material under a moving light.
What it costs on Kenerate
Qwen Image 3.0 (free plan) is 9 credits per texture at 1K or 2K. GPT Image 2.5 Sunburst at medium quality is 7.2 credits at 1K, 12 at 2K and 21 at 4K; an edit adds 4.5 credits per reference image, so a seam fix on one uploaded tile is 11.7 credits at 1K. Nano Banana 2.1 is 21, 31.5 or 42 credits at 1K, 2K or 4K. The Image Upscaler is 3 credits per image, and the Normal Map Generator costs nothing — it runs in your browser and uploads nothing.





