3D props and PBR materials
Generate textured props or independent material maps for terrain and model painting.
Textured props
Open 3D Props, describe an object and its surface finish, and choose a target polygon count: 5K, 15K or 30K. The target guides remeshing; the actual count may differ. This creates a static prop, without a skeleton or animations.
When generation finishes, drag the preview to orbit and scroll to zoom. Download the GLB to import the model with its embedded textures. Download all files also includes a thumbnail when available and separate base color, normal, roughness and metallic maps for each material.
Prop maps belong to that model's UV layout. They are not reusable seamless terrain textures; use the Materials bench for those.
Standalone materials
Open Materials and describe a surface such as mossy rock, forest soil, painted steel or cracked plaster. No 3D model is required. Choose 1K or 2K resolution. An optional reference image guides a new variation; it does not preserve an existing painted texture unchanged.
Each generation produces five maps, intended to tile in both directions:
| Map | Use |
|---|---|
| Base color | Surface color; import as sRGB |
| Normal | Surface orientation detail; import as linear data |
| Roughness | Reflection sharpness; import as linear data |
| Metallic | Metallic versus non-metallic regions; import as linear data |
| Height | Displacement or parallax; import as linear data |
Use Sphere to inspect the material under lighting, Terrain for a repeated surface, and Tiling / maps to inspect a 3 × 3 repeat of an individual map. Click a map thumbnail to inspect it. Check seams before using it across a large terrain. Height is downloadable but is not displaced in the preview.
Download all maps as a ZIP or each one individually. Import them into an engine material or use them in your model-painting application. Match the normal-map orientation expected by your engine; some tools require flipping the green channel. Gensprite does not currently include a painting editor, AO generation, or emissive-map generation.
Price and history
The server quotes the price beside Generate before charging. Material prices depend on resolution. Keep the seed when requesting similar results, or clear it for a fresh variation. You can revisit assets from Recent or History and use their settings again. Failed and cancelled jobs follow the usual refund rules.
API
Both features use the existing jobs endpoints. Quote the same body with
POST /v1/jobs/quote, then submit it to POST /v1/jobs with an Idempotency-Key.
{
"kind": "prop",
"model": "prop-v1",
"input": {
"prompt": "A weathered wooden chest with iron bands",
"target_polycount": 15000
}
}Prop prompts accept up to 600 characters. target_polycount accepts 5000,
15000 (default), or 30000.
{
"kind": "material",
"model": "material-v1",
"input": {
"prompt": "Mossy cobblestone with worn edges",
"resolution": 1024,
"seed": 42
}
}Material prompts accept up to 2000 characters. resolution accepts 1024
(default) or 2048. Optional image_url must come from Gensprite uploads or
stored assets. Both kinds accept an optional integer seed from 0 to 4294967295;
the server records a random seed when omitted.
Material output roles are basecolor, normal, roughness, metallic, and
height. Prop roles are model, optional thumbnail, and
materials/<index>/<map>, where the map is basecolor, normal, roughness,
or metallic. The model uses model/gltf-binary. Use the returned image MIME
types when naming texture downloads.