PBR Material Previewer

PBR Material Previewer

Upload your PBR texture maps and preview your material in real-time on a 3D model. Supports albedo, normal, roughness, metallic, AO, height, and emissive maps. Adjustable lighting, environment background, and model shapes.

Texture Maps

Drop a folder or files to auto-detect PBR maps, or upload individually below.

Drop PBR set or folder or browse
Auto-detects by filename
Or upload individually
Drop or browse
Optional
Drop or browse
Optional
Drop or browse
Optional
Drop or browse
Optional
Drop or browse
Optional
Drop or browse
Optional
Drop or browse
Optional

Settings

Sphere
Sphere
Plane
Rounded Cube
Dark
Dark
Mid Gray
Light Gray
Gradient

Click and drag to rotate . Scroll to zoom

How to Use

1

Upload Maps

Drop a folder or individual PBR maps. Auto-detects albedo, normal, roughness, metallic, AO, height, and emissive by filename.

2

Adjust Settings

Tweak light intensity, roughness scale, emissive strength, model shape, and background to match your target rendering environment.

3

Inspect & Iterate

Rotate, zoom, and pan the 3D model to inspect your material from all angles before importing into your game engine.

Related Texture Tools

Combine the PBR previewer with our other free texture tools for a complete material authoring workflow.

PBR Texture Set Resizer
Bulk resize all PBR maps to the same target resolution.
Seamless Texture Maker
Make any image tileable with live edge-blending.
Texture Channel Mixer
Pack grayscale maps into RGBA channels.
Normal from Height
Convert height maps into normal maps.
Noise Generator
Procedural Perlin, Voronoi and Worley textures.

Frequently Asked Questions

Albedo (base color), Normal, Roughness, Metallic, Ambient Occlusion (AO), Height (displacement), and Emissive maps. Upload any combination and see them rendered on a 3D sphere with physically-based lighting. The auto-detect drop zone classifies maps by filename.
Yes. Use the Model Shape dropdown to switch between a sphere (best for general material preview), a flat plane (best for floor/wall textures), and a rounded cube (best for hard-surface materials).
We use Three.js's MeshStandardMaterial with ACES filmic tone mapping, which closely approximates PBR shading in Unity, Unreal Engine, and Blender. It uses the metallic-roughness workflow. For final production, always verify in your target engine.
Yes. Light intensity, roughness scale, and emissive intensity are all adjustable via sliders. The background preset also affects perceived lighting contrast. You can also toggle auto-rotate to have the model spin slowly for a hands-free preview.
No. All previewing happens entirely in your browser using Three.js and WebGL. Your texture maps are loaded locally and never leave your computer.
The metallic-roughness workflow uses a roughness map (stored in the Green channel or as a separate grayscale map) and a metallic map to define surface properties. This is the standard PBR workflow for Unity, Unreal Engine, and most game engines. The alternative specular-glossiness workflow is not supported by this previewer.