What this tool does
It puts a material on a 3D model without any painting. Drop a model, pick a material such as painted metal, rusty iron, stone or wood, and the tool makes the textures a game engine needs: base colour, roughness, metal, ambient occlusion and a normal map. The model does not need a UV layout. The tool unwraps it for you with xatlas and can also reduce the triangle count on the way.
The materials are computed from the 3D position of every texel, so a pattern runs across the model without a break at the UV seams. Nothing is uploaded. Everything runs in your browser.
Ageing that follows the shape
The tool measures how the surface bends. Outward edges and corners get worn: paint chips down to bare steel, stone and wood get lighter. Creases and hollows collect dirt and are shaded a little darker. Dust, snow or moss settles only on faces that look up. This is what makes a flat grey model read as a used object, and it is the part that takes longest by hand.
Keeping the colours you have
If your model already has a texture you like, choose Keep colours. The tool re-bakes the old texture onto the new layout and adds only the ageing on top. This is useful for models from image-to-3D tools, which come with flat colour and no wear.
Export
The download is a GLB with the textures inside. It opens in Godot, Unity (with glTFast), Unreal, Blender and three.js. The roughness and metal maps are packed the glTF way: occlusion in red, roughness in green, metal in blue. Pro adds a ZIP with every map as a separate PNG, which is handy for engines and tools that want them one by one.
Limits
The materials are stylised and procedural. They suit props, scenery, robots, statues and prototypes. They do not replace hand painting on a hero character, and they cannot put different materials on different parts yet: the whole model gets one material. The UV layout is automatic and made for baking, not for painting on by hand. Rigged models are not supported, because the new layout would break the skin weights. Models over about 40,000 triangles are reduced first so the unwrap stays fast.
Can I use the result in a commercial game?
Yes. The textures are generated by code in your browser, not by an AI image model, and they are yours to use in free and commercial projects. The rights to the model itself are whatever they were before.