How to use A23D PBR Textures in Godot

This guide explains how to apply A23D PBR textures in Godot Engine using StandardMaterial3D and, where useful, ORMMaterial3D.

Support note: Godot supports a modern metallic/roughness PBR workflow. Godot's official material docs describe StandardMaterial3D and ORMMaterial3D as the default 3D materials for common artist-facing material features.

1. Download and Extract the Texture Set

  1. Sign in to your A23D account.
  2. Browse to the texture you want to use.
  3. In the Software dropdown on the asset page, select Godot. A23D automatically delivers the PBR texture set in the format best suited to Godot (PNG maps) - no manual format selection required.
  4. Click Download, save the .zip, and extract it. You will find files such as:
  • A23DTEX_Albedo.png
  • A23DTEX_Normal.png
  • A23DTEX_Roughness.png
  • A23DTEX_Metalness.png
  • A23DTEX_AmbientOcclusion.png
  • A23DTEX_Height.png
  • A23DTEX_Opacity.png where applicable
  • A23DTEX_Emissive.png where applicable

2. Import the Textures into Godot

  1. Copy the extracted texture folder into your Godot project, for example:
  • res://assets/a23d/textures/
  1. Return to the Godot editor. The textures appear in the FileSystem dock and Godot imports them automatically.
  2. Select each texture and check its import settings:
  • Use normal-map import handling for A23DTEX_Normal.png.
  • Keep albedo/base-color textures as color data.
  • Treat roughness, metalness, AO, opacity, and height maps as data maps rather than color-corrected artwork where your project workflow exposes that distinction.

3. Create a StandardMaterial3D

  1. Select the target MeshInstance3D.
  2. In the Inspector, find the Surface Material Override or the mesh's material slot.
  3. Create a new StandardMaterial3D.
  4. Expand the material resource in the Inspector so you can assign the maps.

4. Assign A23D PBR Texture Maps

Load the A23D maps into the matching StandardMaterial3D parameters:

Godot Material ParameterA23D Map to UseNotes
Albedo -> TextureA23DTEX_Albedo.pngBase color texture.
Normal Map -> TextureA23DTEX_Normal.pngGodot expects OpenGL-style normals. A23D normal maps should match this convention.
Roughness -> TextureA23DTEX_Roughness.pngWhite = rough/matte, black = smooth/glossy.
Metallic -> TextureA23DTEX_Metalness.pngWhite = metal, black = non-metal.
Ambient Occlusion -> TextureA23DTEX_AmbientOcclusion.pngAdds baked contact-shadow detail.
Height / ParallaxA23DTEX_Height.pngUse only if parallax/height is needed for the material.
Transparency / AlphaA23DTEX_Opacity.pngEnable transparency or alpha scissor for cutout materials.
Emission -> TextureA23DTEX_Emissive.pngEnable emission for self-lit materials.

5. Use ORMMaterial3D When Maps Are Packed

Godot also supports ORMMaterial3D, where Occlusion, Roughness, and Metallic data are packed into a single texture.

Use ORMMaterial3D if your A23D download includes an ORM-packed texture. If A23D delivers separate AO, Roughness, and Metalness PNG maps, StandardMaterial3D is usually clearer because each map can be assigned directly.

6. Check Normal Direction and Lighting

  1. Place a light in the scene and preview the asset under direct lighting.
  2. If bumps appear inverted, check the normal-map import settings. Godot expects OpenGL-style normal maps, where the Y/green channel points up.
  3. If the material looks too glossy, verify that the roughness map is connected to Roughness, not interpreted as glossiness.
  4. For best real-time results, test the material in the same Godot renderer you plan to ship with: Forward+, Mobile, or Compatibility.

7. Optimize for Runtime

  1. Use 4K textures only for close-up hero assets.
  2. Use 2K for most gameplay props and architectural surfaces.
  3. Use 1K or lower for distant props, mobile, or web builds.
  4. Use Godot's import settings and platform overrides to tune compression, mipmaps, and maximum texture size per export target.

Additional Resources

Godot Docs - StandardMaterial3D and ORMMaterial3D
Godot Docs - Available 3D Formats