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
StandardMaterial3DandORMMaterial3Das the default 3D materials for common artist-facing material features.
1. Download and Extract the Texture Set
- Sign in to your A23D account.
- Browse to the texture you want to use.
- 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.
- Click Download, save the
.zip, and extract it. You will find files such as:
A23DTEX_Albedo.pngA23DTEX_Normal.pngA23DTEX_Roughness.pngA23DTEX_Metalness.pngA23DTEX_AmbientOcclusion.pngA23DTEX_Height.pngA23DTEX_Opacity.pngwhere applicableA23DTEX_Emissive.pngwhere applicable
2. Import the Textures into Godot
- Copy the extracted texture folder into your Godot project, for example:
res://assets/a23d/textures/
- Return to the Godot editor. The textures appear in the FileSystem dock and Godot imports them automatically.
- 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
- Select the target
MeshInstance3D. - In the Inspector, find the Surface Material Override or the mesh's material slot.
- Create a new StandardMaterial3D.
- 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 Parameter | A23D Map to Use | Notes |
|---|---|---|
| Albedo -> Texture | A23DTEX_Albedo.png | Base color texture. |
| Normal Map -> Texture | A23DTEX_Normal.png | Godot expects OpenGL-style normals. A23D normal maps should match this convention. |
| Roughness -> Texture | A23DTEX_Roughness.png | White = rough/matte, black = smooth/glossy. |
| Metallic -> Texture | A23DTEX_Metalness.png | White = metal, black = non-metal. |
| Ambient Occlusion -> Texture | A23DTEX_AmbientOcclusion.png | Adds baked contact-shadow detail. |
| Height / Parallax | A23DTEX_Height.png | Use only if parallax/height is needed for the material. |
| Transparency / Alpha | A23DTEX_Opacity.png | Enable transparency or alpha scissor for cutout materials. |
| Emission -> Texture | A23DTEX_Emissive.png | Enable 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
- Place a light in the scene and preview the asset under direct lighting.
- If bumps appear inverted, check the normal-map import settings. Godot expects OpenGL-style normal maps, where the Y/green channel points up.
- If the material looks too glossy, verify that the roughness map is connected to Roughness, not interpreted as glossiness.
- 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
- Use 4K textures only for close-up hero assets.
- Use 2K for most gameplay props and architectural surfaces.
- Use 1K or lower for distant props, mobile, or web builds.
- 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
Need some help?
Contact our team at support@a23d.co