What is AI texturing here?
AI texturing means the model arrives with materials already applied — you are not UV-unwrapping and hand-painting in a separate tool. When you run image-to-3D or text-to-3D, the engine generates the mesh and the PBR texture maps in one pass, and they travel together through export. This is texturing as a property of generation, not a separate workflow you pay for on top.
The four PBR maps you get
Albedo
Base color of the surface, with no lighting baked in.
Normal
Fine surface detail — scratches, grain, panel gaps — without extra polygons.
Roughness
How matte or glossy a surface appears under light.
Metallic
Whether a surface reads as metal or non-metal in a PBR shader.
Retexture an existing mesh — coming soon
Standalone retexture — uploading a mesh you already have and generating new textures for it — is in progress and not in the studio yet. Today the path is to generate fresh from an image or prompt, which produces mesh and textures together. When retexture ships as its own flow, this page will document it. We are calling this out plainly rather than implying it works today.
For background on the PBR (physically based rendering) map convention Trify3D follows, see the Khronos PBR reference and the Microsoft PBR documentation.
Related: if you want to imprint a flat image onto an existing 3D model (emboss, engrave, color project, lithophane), that is a separate operation from AI texturing — the guide covers four free methods.







