
New Feature: Edge Wear & Grunge Optimized Maps for Every System And the best part? You can achieve identical results with the 1k maps. Since all our textures are tileable, simply scale up the 1k map and it will look just as good as the 4k, without using more memory or slowing down performance. Transparency Control Emission Control Bevel Control Made Easy UV Support For quick texture previews or concept art, procedural mapping is the way to go. New: Decal & Trim Sheet Support
Surface imperfections and edge wear are a natural part of real-world objects.
Dust, scratches, grunge, fingerprints—these kinds of details are now at your fingertips.
This feature is currently in development and is nearly finished. It’s shaping up to be the best addition to MaterialWorks yet.
Pretty cool, right?
Got a slow PC? Low on memory? Or a powerhouse machine? No problem – we’ve got you covered with both 1k and 4k maps.
How awesome is that?
Some of our textures come with full transparency masking.
Whether you need transparent holes in your model or want to close them off, just adjust the transparency slider to take full control.
Give your materials a boost with full emission control at the click of a button.
No matter how tight your geometry is, bevels can always be added without unsightly overlaps.
Simply check the ‘Bevel’ box, and a procedural bevel will be applied to your model automatically.
If you're working in a traditional game asset workflow, UV mapping is essential. There are also cases where UVs are needed when procedural mapping won’t cut it.
Or maybe you just want to unwrap the model and use our textures in other software like Substance Painter or Unreal Engine.
We’ve added an easy-to-use box that lets you quickly toggle between UV mapping and procedural mapping—no nodes required.
When you need UVs for a game asset pipeline, switching to the UV mode is just one click away.
MaterialWorks now supports decals and trim sheets.
All decals and trims will inherit MaterialWorks’ textures, ensuring a seamless blend between the decals and the underlying texture.
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