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Material Forge

One image.
Full PBR
material.

Create game-ready PBR materials from prompts, generated textures, references, and live controls, then export the complete map stack.

Material Forge workflow showing material prompt, seamless base texture, live 3D preview, PBR maps, and WGMAT export
Early Supporter Access

Lifetime pass to the Sorceress Game Creation Suite

See Material Forge in action

Watch a prompt become a full PBR material stack.

How it works

From material idea to complete PBR stack.

Material Forge is a material artist in your browser: describe the surface, generate or adjust the texture, derive the technical maps, preview the result, and export it into your project.

STEP 01

Describe the material you need

Talk to the material assistant like a technical artist. It turns natural language into physically sensible PBR properties for metalness, roughness, normal intensity, emissive glow, opacity, clearcoat, sheen, IOR, transmission, and tiling.

  • Natural-language material creation and edits
  • Physically accurate PBR property guidance
  • Live feedback loop for too shiny, too flat, too dark, and similar tweaks
  • Preview on cube, sphere, plane, torus, and other geometry
Material Forge chat diagram showing a material assistant, PBR sliders, and a live sphere preview for rusty iron with blue emissive cracks
STEP 02

Generate seamless base textures

Use the image model selector to generate a base color texture from a PBR prompt. Enable seamless mode for repeatable surfaces, or add a reference image when you need a specific style, color, or material source.

  • Texture generation through selected image models
  • Seamless tileable prompt mode
  • Reference-image support where the selected model allows it
  • Saved prompt, model, parameters, and material tags
Material Forge texture-generation diagram showing model selection, seamless toggle, reference image toggle, and generated tileable texture preview
STEP 03

Derive the full PBR map stack

After the base texture is generated, Material Forge derives the rest of the PBR maps automatically. Adjust derive settings for normal strength, roughness contrast, AO intensity, metallic thresholds, emissive masks, and more.

  • Base color, normal, roughness, metallic, AO, and emissive maps
  • Automatic derivation from the base texture
  • Fine controls for normal, AO, roughness, metallic, and emissive behavior
  • Texture visibility toggles for preview and export
Material Forge map-derivation diagram showing base color splitting into normal, roughness, metallic, AO, and emissive maps with preview geometry
Material pipeline

Texture generation plus technical art controls.

The tool bridges creative prompting and practical PBR setup, so surfaces look right in a real-time engine instead of just looking pretty in a flat image.

Chat-driven PBR material assistant with live material preview

Material Assistant

Describe the surface, then refine shine, bump, glow, opacity, and realism through chat.

AI texture model selector and seamless texture generation controls

Texture Generation

Generate base color maps with image models, seamless mode, and reference-image guidance.

Automatic PBR map derivation from base color texture

PBR Maps

Derive normal, roughness, metallic, ambient occlusion, and emissive maps automatically.

Perfect for

What people use it for.

Use Material Forge for terrain surfaces, stone, rock, brick, metal, armor, sci-fi panels, wood, leather, fabric, glass, lava, runes, crystals, portals, and other game materials.

Four labeled Material Forge use cases: stone and rock, metals and armor, wood and fabric, and magic materials
Stone, rock, dirt, brick, and terrainMetals, armor, panels, and machineryWood, fabric, leather, and organic surfacesMagic, crystal, lava, glass, and emissive materials
Exports

Ready for real projects.

Material Forge exports complete material packages and texture maps, with saved gallery records and WizardGenie-friendly material payloads.

Material Forge export diagram showing WGMAT bundle, base color, normal, roughness, metallic, AO, emissive, WizardGenie, Unity, Unreal, Godot, Three.js, and 3D Studio workflows
  • WGMAT bundle with texture maps and material settings
  • GLB material preview export
  • Base color, normal, roughness, metallic, AO, and emissive textures
  • Saved materials with thumbnails and tags
  • WizardGenie drag-and-drop material payloads
  • Unreal, Unity, Godot, Blender, and web workflows
Plays nice with
WizardGenieUnityUnrealGodotBlenderThree.js3D StudioCustom engines

WGMAT keeps the material complete for Sorceress and WizardGenie workflows, while GLB and texture-map exports support broader 3D pipelines.

Common questions

Everything you might be wondering.

Short answers before you open the tool.

01What does Material Forge generate?+
Material Forge generates and edits PBR materials. It can create a base color texture, derive normal, roughness, metallic, AO, and emissive maps, and store material properties like roughness, metallic, clearcoat, sheen, opacity, tiling, and more.
02Can it make seamless textures?+
Yes. The seamless toggle prepends tileable texture instructions so generated base color maps are better suited for repeating game surfaces.
03Can I use reference images?+
Yes, when the selected image model supports references. Material Forge can use a reference image to guide color, style, surface detail, or material direction.
04Are all maps AI-generated separately?+
No. Material Forge generates the base color map, then derives the normal, roughness, metallic, AO, and emissive maps automatically from that texture.
05What can I preview materials on?+
The live preview supports different geometry views such as sphere, cube, plane, and torus-style previews, with material controls and map visibility toggles.
06What does it export?+
Material Forge supports WGMAT material bundles, GLB preview export, saved materials with thumbnails, and engine-oriented workflows for WizardGenie, Unreal, Unity, Godot, Blender, Three.js, and custom games.
Start Building

Get building. Today.

Describe the game you want, or dive into the full studio. $49 one-time — and every future tool we ship is included.

Early supporter pricing. Limited availability.