Upload your textures and make them seamless
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Preview
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Tile preview
Convert your image into PBR maps instantly
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Input preview
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Output preview
Left-drag: rotate · Wheel: zoom · Middle-drag: pan · Shift+Left or Right-drag: rotate HDRI
Convert bump maps into normal maps
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Input preview
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Output preview
Detect and convert normal maps between OpenGL and DirectX
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Input preview
Drag and drop files
or click to load
Output preview
What is this tool
A quick set of texture helpers for game assets: make textures tile seamlessly, generate a basic PBR map pack from an image, convert height to normal, and flip normal orientation for OpenGL/DirectX.
Seamless Converter
Makes a texture tile by blending the borders. Use the tile preview to confirm the seam is gone.
- Upload a texture.
- Adjust Blend Strength and Radius until the tile preview looks clean.
- Export at the size you need (1K–8K).
Image → PBR
Generates a starter PBR map set (Base Color, Normal, Roughness, AO, Height) from one image. Good for blockouts and quick prototypes.
- Upload an image and adjust the sliders while watching the preview.
- Choose OpenGL or DirectX normals to match your engine.
- Download the map pack (ZIP).
Bump → Normal
Turns a grayscale height/bump map into a tangent-space normal map.
- Use a clean height map (avoid heavy JPEG artifacts).
- Keep strength moderate to avoid noisy shading.
- Export the normal map.
OpenGL / DirectX Normal Fix
Flips the green (Y) channel to switch between OpenGL and DirectX normals. Use this if lighting looks inverted (bumps become dents).
Tip: These outputs are meant as a starting point. For final assets, expect to refine in Substance 3D Painter/Designer or Photoshop.
Tutorial
Watch a quick YouTube walkthrough for this tool.
Frequently Asked Questions
Quick troubleshooting and workflow notes.
I still see seams - why?
If strong shapes hit the image border, tiling can still read as a seam. Try increasing Radius slightly, lowering contrast near the edges, or cropping/reframing so major features don't touch the border.
OpenGL vs DirectX normals - which one should I use?
They differ only by the green (Y) channel. If the normal looks inside-out in your engine, flip it with the Normal Fix tool and compare.
Why does Metallic/Specular sometimes look wrong?
Metalness can't be reliably inferred from a single photo. Treat the generated map as a starting point, then paint/override it: most non-metals are 0, true metals are 1 in metal/rough workflows.
Can I export 4K or 8K?
Yes-choose the resolution in the export panel. Larger sizes take longer and use more memory.
Are my textures uploaded to a server?
Texture processing still runs in your browser. Files added to the left rail while signed in are uploaded to your private cloud saves so they can sync across sessions and devices.
