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.
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.
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.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.
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.
Things you can say to Claude
- “Make a mossy cobblestone path at 1.5 meters per tile.”
- “Match this photo of our office floor and make it tile.”
- “Restyle the brick preset in gray and put it in Unreal.”
Good to know
- Give a real size (meters per tile and depth in centimeters); MatGen builds to it, so materials line up with real-scale geometry.
- The same maps work in Blender: use the OpenGL normal map there.
More about MatGen, or browse every tool in the Toolbox.