material-texture-generate

Generate and validate tileable PBR material sets for engine shaders and texel-density budgets.

13|Updated Jul 30, 2026
One-click install
npx skills add https://github.com/frabcd/codex-ai-game-studio --skill material-texture-generate-frabcd
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: material-texture-generate
Source: https://github.com/frabcd/codex-ai-game-studio/tree/main/plugins/ai-game-studio/skills/material-texture-generate
Command: npx skills add https://github.com/frabcd/codex-ai-game-studio --skill material-texture-generate-frabcd

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Creating PBR material sets that survive engine import is error-prone: wrong color spaces, broken tiling, implausible metallic values, and unclear licensing can silently ruin assets or create legal risk. This Skill provides a gated workflow that generates, validates, and previews material maps before they touch production. ## Core Features & Use Cases - Color-managed generation: Defines map channels, color spaces, and packing conventions so base color and linear maps are interpreted correctly by the target shader. - Multi-stage validation: Checks seamless tiling, albedo range, roughness response, normal orientation, height continuity, and channel packing, then previews on sphere and plane geometry under neutral and production lighting. - Seven-gate production sign-off: Covers rights and provenance, format validation, visual consistency, runtime budgets, playability smoke tests, regression evidence, and human approval before replacing source assets. - Use Case: You need a tileable brick material for a Unity level at a fixed texel density. The Skill generates the maps, validates tiling and color space, previews them in-engine, and records provenance before you promote them. ## Quick Start Use the material-texture-generate skill to create a tileable 2K PBR brick material set for my Unity URP project at 10.24 texel density and validate it before import.

Frequently Asked Questions about material-texture-generate

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I generate a tileable PBR material set for a game engine?

Provide a surface brief, rights-cleared references, the target shader workflow, and resolution, texel density, tiling scale, and compression budget. The Skill defines map channels and color spaces, generates source maps, validates tiling and channel packing, and previews the material before engine import.

What validation checks should PBR textures pass before engine import?

Validate seamless tiling, albedo range, roughness response, normal orientation, height continuity, and channel packing. Also flag baked lighting, inconsistent scale, edge seams, clipping, and implausible metallic values before testing import and compression in the target engine.

Why do my PBR textures look wrong after importing into Unity or Unreal?

The usual cause is incorrect color space handling: base color must be treated as color data while roughness, metallic, and normal maps are non-color linear data. Mismatched packing conventions and normal orientation also break shading after import.

Can I use a publicly visible reference image to generate game textures?

Public visibility does not imply legal reuse rights. The Skill requires rights-cleared references and blocks production promotion when rights, consent, or generation provenance cannot be confirmed.

What happens if a material fails the production quality gates?

Failed gates block production promotion. Originals are preserved, fallbacks are made explicit, and generated output is never used to replace source assets without human approval.