Guides · MatGen

How to generate seamless PBR materials for Unreal Engine with Claude Code

Seamless materials normally mean a node editor, a lot of tweaking, and a seam that only shows once the texture tiles across a wall. MatGen builds materials as node graphs evaluated on a wrapped surface, so every map tiles with no seam by construction. It works at real-world scale, compares its result with real scanned materials, and can put the finished material into Unreal with real depth.

  1. Install the AI Toolbox

    MatGen comes with the AI Toolbox. Paste the install prompt with your key into Claude Code, or join the free beta.

  2. Start from a preset, or from a reference

    Say “What materials can MatGen make?” to see the presets (brick, stone, wood, metal, tiles, ground and more) and the colors and counts each one lets you change. For something new, Claude looks at real references first: a CC0 library of about 2,900 scanned materials from Poly Haven and ambientCG, or a photo of your own.

  3. Generate the texture set

    Say “Make weathered red brick, 2 meters per tile.” MatGen writes an Unreal texture set: T_Name_BC (base color), _N (normal, DirectX for Unreal, plus an OpenGL copy), _ORM (ambient occlusion, roughness, metallic) and _H (16-bit height), all from one height field so they agree.

  4. Review it before you use it

    Each material comes with a review sheet: every map, a 2×2 tiling check, and renders on a sphere and a cube, plus an interactive viewer page. Claude reads the sheet and compares the result with the reference's colors and feature size.

  5. Put it in Unreal with depth

    Say “Put it in my open Unreal project.” MatGen imports the textures with the right settings and builds a material instance on a shared master that uses Parallax Occlusion Mapping, so bricks and cobbles have visible depth.

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