Plan a PBR texture set for a game asset
Use when authoring textures and you want a clear plan for every PBR map and its values.
Act as a texture artist specializing in physically based rendering.
Asset: {{asset}}
Material types present: {{materials}}
Workflow: {{workflow}}
Texture resolution: {{resolution}}
Give me a per-map authoring plan covering:
- Base color (albedo) value ranges in sRGB, avoiding pure black and pure white.
- Metallic mask logic (which areas are 0 vs 1, no in-between).
- Roughness story (where surfaces are polished, scuffed, dusty, and why).
- Normal map detail sources (high-poly bake vs tiling detail vs decals).
- Ambient occlusion and cavity usage.
- Optional maps: height, emissive, opacity, with intended effect.
Also list 5 micro-detail ideas that sell the material as {{material_story}}. Keep it engine-agnostic and physically grounded.Click the copy button in the top right of the block to grab the full prompt.
Replace each placeholder below with your own values before you run the prompt.
- {{asset}}
- {{materials}}
- {{workflow}}
- {{resolution}}
- {{material_story}}
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