Production guide

PBR texture basics

Understand base color, normal, roughness, height, and AO as one material contract.

Production problem

A PBR material fails when channels describe different surfaces instead of one shared physical surface.

Decision checklist

  • Keep base color free of baked shadows and lighting.
  • Use roughness for material response, not as a second color map.
  • Export channels from the same seed, scale, and resolution.

Common failure cases

  • Mixing maps from different variants creates lighting drift.
  • Painting contact shadows into base color makes AO and lighting double up.

Production FAQ

Should every material include all maps?

No. Use only maps the shader needs, but keep exported channels aligned when they are included.

Is base color the same as diffuse?

Not exactly. Base color should represent surface color without baked lighting.