NOTIFY ME

AI TEXTURING.
INSIDE YOUR ENGINE.

A Unity Editor tool and Blender add-on. Capture your 3D model from multiple angles, send it to Google's Gemini API with your prompt, and get a new texture wired straight into the right material slot — URP, HDRP, or Blender's Principled BSDF. Bring your own key. Pay Gemini at cost.

Launching Soon · 30% Launch Promo
Unity Teaser / Quick Start
Texture variant 1Texture variant 2Texture variant 3Texture variant 4
HOVER TO GENERATE PBR
4 VARIANTS
Variant 1
TAP TO SWAP

MODE 01 UNITY ONLY

TEXTURER
MODE.

From dungeon ground tiles and stone pillars, to photorealistic ArchViz kitchens and stylized pool surfaces. Procedurally generate flat, seamless, tileable PBR materials for almost any surface use case.

  • Seamless Tiling Prompts: Generates edge-wrapping tileable materials by instructing the model to produce tile-safe output — no hand-cloning edges in Photoshop.
  • Native PBR Generation: Outputs Color, Normal, and Emission maps as separate generations, plugged straight into Unity's standard material slots.
  • Focused 2D Pipeline: Texturer Mode deliberately skips 3D context capture — the model isn't shown scene screenshots, which keeps tileable output flat and clean instead of trying to wrap around imaginary geometry.
  • Style Reference Lock: Drop a 2D reference image and it's sent as the primary visual guide for color palette and material direction.
Texture variant 1Texture variant 2Texture variant 3Texture variant 4
HOVER TO MATERIAL SWAP
4 VARIANTS
Variant 1
TAP TO SWAP

MODE 02 UNITY + BLENDER

RESKIN
MODE.

Drop a model into the pipeline and produce new, edge-aware skins that follow your existing UV unwrap. Expand your game's visual variety without ever launching a legacy texturing tool.

  • Universal Mesh Support: Seamlessly handles simple low-poly props mapped to a single baked color atlas, all the way up to complex character rigs constructed from dozens of isolated sub-meshes.
  • Surgical Targeting: Batch-reskin entire hierarchies globally in one click, or isolate specific components—like generating carbon fiber solely for a character's chest plate.
  • Geometry Aware: A 5-angle scene capture plus per-sub-mesh isolation gives the AI real visual context for arms, faces, and mechanical details — not a flat 2D guess.
  • Style Consistency: Feed the engine a single reference image and it locks all generated textures—across every sub-mesh—into your studio's exact color palette and art direction.
Texture variant 1Texture variant 2Texture variant 3
DRAG TO REVEAL VARIANTS
3 VARIANTS
Variant 1
TAP TO SWAP

MODE 03 BLENDER ONLY

COLD-START
MODE.

Bring an unwrapped mesh — nothing else. No materials, no shader graphs, no manual bake setup. ReskinIT for Blender runs Ambient Occlusion and curvature bakes for you, hands them to the AI, and ships back a fully textured model without ever leaving Blender.

  • Untextured to Finished: Starts from a bare unwrapped mesh — no materials, no node wiring, no Substance round-trips, no external bake tools.
  • Geometry-Aware AI: AO and curvature bakes give the model surface context — edges, cavities, and form — instead of a flat 2D guess.
  • Free Geometry-Only PBR: Roughness and Metallic can be derived directly from the mesh using AO + curvature passes — zero API cost. Toggle “Edge Wear” for Metallic and curvature peaks become exposed metal automatically.
  • Blender-Exclusive Capabilities: Same core Gemini pipeline as Unity, plus a native Blender add-on with Cold-Start, dedicated Metallic and Roughness maps, and 4K Pro-tier output — capabilities the Unity edition doesn't ship today.

TWO HOSTS, ONE BRAIN

PICK YOUR
ENGINE.

Same Gemini-powered AI pipeline. Native inside the tool you already use — not a generic web app you have to round-trip through.

COMING SOON

UNITY

Pricing at launch
  • Texturer Mode — Unity exclusive
  • Reskin Mode (also on Blender)
  • Native PBR map generation (Color / Normal / Emission)
  • Sub-mesh batch targeting
  • Variant gallery + persistent history
  • URP / HDRP / Built-in pipelines
NOTIFY ME ON LAUNCH
NEW

BLENDER

Pricing at launch
  • Cold-Start Mode — Blender exclusive (AO + curvature bake)
  • Reskin Mode (also on Unity)
  • Native Blender add-on (own N-panel)
  • Same Gemini AI pipeline
  • Pay-as-you-go — bring your own API key
NOTIFY ME ON LAUNCH

FULL PIPELINE READY UNITY

FAST BRP OUTPUT

ReskinIT generates Base Color, Normal, and Emission as separate maps from a single Reskin prompt — each wired into its dedicated slot in Unity's standard PBR shader. Real surface depth lives in the normal map. Glow lives in the emission map. Your scene lighting drives the final look at runtime, not a single flattened texture.

Base Color (Albedo)

Pure color data without baked directional lighting.

Base Color (Albedo)

Normal Map

High-fidelity depth vectors for dynamic engine lighting.

Normal Map

Emission Map

Isolated glow masks for neon, magical, or tech effects.

Emission Map
base
normal
emission
base
normal
emission

FULL PBR PIPELINE · AI-GENERATED BLENDER

METALLIC + ROUGHNESS.
NATIVE BLENDER PBR.

Beyond color and normals — the AI generates the entire map set, including dedicated Metallic and Roughness passes, auto-wired into the Principled BSDF. No manual node graph plumbing, no Substance round-trip.

Experimental. These maps are AI-generated, not baked from a high-poly source — so the model can occasionally misjudge a material. Treat the PBR set as a strong, fully editable starting point: review and tweak before shipping. (Prefer physics? Roughness, Metallic, AO and curvature can also be baked straight from geometry — zero AI.)

Base Color (Albedo)

Pure color data — feeds the Principled BSDF Base Color slot directly.

Base Color (Albedo)

Normal Map

Tangent-space surface detail wired straight into the shader's Normal input.

Normal Map

Metallic Map

AI-derived metal mask — drives the Metallic slot for clean PBR conductors.

Metallic Map

Roughness Map

Grayscale roughness map — controls how sharp or matte each surface reads under light.

Roughness Map

Emission Map

Isolated glow masks for neon, magical, or tech effects — wired to the Emission input.

Emission Map

The Engine Under the Hood (Unity)

1. Two Modes, One Studio

Your API key stays local—never touches our servers. Unlock Reskin Mode for wrapping new textures onto complex 3D meshes, and Texture Mode for generating seamless tileable materials from scratch.

2. Intelligent Mesh Detection

Pick any object in your scene. For multi-part characters, the tool auto-detects every sub-mesh—body, arms, legs—letting you redesign globally or isolate individual parts with surgical precision.

3. Precision Controls

Two sliders, wide range. Creativity controls how far the AI deviates from your original geometry. Art Style pivots between photorealistic PBR and stylized cel-shading per generation.

4. Prompt-Driven Design

Describe exact materials, surface wear, and decals through natural language—or drop in a Style Reference Image to lock the AI onto a specific color palette and visual direction.

5. Smart Prompts & Batch Cohesion

One-click Smart Prompts expand a short idea into a detailed material description in a single API call. In Batch Mode, the AI writes per-sub-mesh overrides — sapphire plating on the body, brushed gold on the arms, emerald accents on the legs — while keeping the character locked to a single unified design language.

6. One-Click Generation

Production-ready textures land directly on your model in the Scene view. Batch processing scales naturally with your mesh complexity—from a single prop to a full character rig.

7. Native PBR Maps

Go beyond flat color. Generate Normal Maps and Emission Maps directly from the Variant Gallery with adjustable strength and threshold controls. Every output plugs straight into Unity's material system—no external baking tools required.

8. Emission Map Generation

Light up your models. The Emission Map generator analyzes your variant's surface detail and extracts glowing elements—energy lines, indicator lights, circuitry—with tunable Intensity and Threshold controls for precise artistic control.

1. Two Modes, One Studio2. Intelligent Mesh Detection3. Precision Controls4. Prompt-Driven Design5. Smart Prompts & Batch Cohesion6. One-Click Generation7. Native PBR Maps8. Emission Map Generation
1. Two Modes, One Studio

Your API key stays local—never touches our servers. Unlock Reskin Mode for wrapping new textures onto complex 3D meshes, and Texture Mode for generating seamless tileable materials from scratch.

2. Intelligent Mesh Detection

Pick any object in your scene. For multi-part characters, the tool auto-detects every sub-mesh—body, arms, legs—letting you redesign globally or isolate individual parts with surgical precision.

3. Precision Controls

Two sliders, wide range. Creativity controls how far the AI deviates from your original geometry. Art Style pivots between photorealistic PBR and stylized cel-shading per generation.

4. Prompt-Driven Design

Describe exact materials, surface wear, and decals through natural language—or drop in a Style Reference Image to lock the AI onto a specific color palette and visual direction.

5. Smart Prompts & Batch Cohesion

One-click Smart Prompts expand a short idea into a detailed material description in a single API call. In Batch Mode, the AI writes per-sub-mesh overrides — sapphire plating on the body, brushed gold on the arms, emerald accents on the legs — while keeping the character locked to a single unified design language.

6. One-Click Generation

Production-ready textures land directly on your model in the Scene view. Batch processing scales naturally with your mesh complexity—from a single prop to a full character rig.

7. Native PBR Maps

Go beyond flat color. Generate Normal Maps and Emission Maps directly from the Variant Gallery with adjustable strength and threshold controls. Every output plugs straight into Unity's material system—no external baking tools required.

8. Emission Map Generation

Light up your models. The Emission Map generator analyzes your variant's surface detail and extracts glowing elements—energy lines, indicator lights, circuitry—with tunable Intensity and Threshold controls for precise artistic control.

The Engine Under the Hood (Blender)

1. Persona: Who's Designing the Skin

The Reskin panel docks into Blender's N-panel and reads your active object and material slot live. Type a prompt, hit Suggest for six short preset-style ideas, or load a one-click Preset. The headline control is the Persona — pick the specialist that matches your object and the entire suggestion engine reconfigures around its vocabulary. Thirteen in all: Generalist, Firearms, Melee/Bladed, Automotive, Motorcycle, Apparel/Costume, Armour, Mecha/Robot, Spaceship, Architecture, Nature/Terrain, Creature/Wildlife, and Prop/Furniture. Each one carries its own curated Design World list (persona-scoped era and genre) and its own Surface Graphics catalog — Generalist hides those extras, picking a specialist reveals them. Creativity sets how far from the original layout to push: recolor, redesign, or reinvent.

2. Condition: Wear & History

A universal axis that applies to every persona, controlling how lived-in the surface looks — independent of the design itself. Auto lets the AI decide; or dial in Pristine → Clean → Field-used → Battle-worn → Derelict. Pair a pristine finish with any design world, or grime up the exact same look — the two never fight each other.

3. Art Style: How It's Rendered

Controls the rendering treatment of the albedo, from most stylized to most realistic: Toon → Stylized → Game-Ready → Realistic → Photo. Persona decides what the design is; Art Style decides how it's painted. The two are fully decoupled, so any persona works in any style.

4. Resolution & Model Tier

Output texture size — 512 · 1024 · 2048 · 4096 — which also selects the model under the hood. 1024 and below run on Gemini Flash (faster, cheaper); 2048 and up run on Gemini Pro (higher fidelity, higher cost). The Session Stats panel reflects exactly which one each generation spent on.

5. PBR Maps — From Geometry (the primary path)

The reliable, recommended way to get physical maps — and ReskinIT's real moat. These bakes run entirely inside Blender with your actual mesh: no API call, no cost. Flat 2D web tools structurally can't do this because they never have your geometry. Bake AO reads measured ambient occlusion off the real surface; Bake Curvature extracts edges and cavities; Roughness is derived from that geometry; and Metallic defaults to flat black (the correct default — metal is the exception, not the rule). Resolution and sample controls sit at the top.

6. PBR Maps — From AI (experimental)

An optional, clearly-labelled experimental path that asks Gemini Pro to generate the physical channels. We're honest about the limit: a general image model paints a plausible picture of a map, not true encoded data — so treat these as starting points, not ground truth. Includes Normal Strength + Generate Normal Map, Roughness, Metallic (the strongest of the four — silhouette-aware and snapped to a clean per-island binary), and Emission Strength + Emission (genuinely well-suited, since emission is simply a glow mask). For everything physical, the geometry path above stays the recommended one.

7. Actions: Pin, Restore, Save

The safety net, so you can experiment freely. Current albedo and Pinned original are your two reference slots. Pin Current as Original promotes the active texture to be the new revert baseline (handy when iterating in stages). Restore Original snaps the material back to the pinned image. Save All Maps exports the albedo plus every generated and baked pass to disk in one go.

8. Session Stats: Honest Cost Tally

A running estimate of what your experimentation costs this session, broken down per model (Flash Text · Flash Image · Pro Image). This is a per-call estimate built from Google's published per-call pricing — not real token or billing metadata. The disclaimer is baked into the UI on purpose: Estimates only — check aistudio.google.com for real billing. Reset between projects to track per-asset spend.

1. Persona: Who's Designing the Skin2. Condition: Wear & History3. Art Style: How It's Rendered4. Resolution & Model Tier5. PBR Maps — From Geometry (the primary path)6. PBR Maps — From AI (experimental)7. Actions: Pin, Restore, Save8. Session Stats: Honest Cost Tally
1. Persona: Who's Designing the Skin

The Reskin panel docks into Blender's N-panel and reads your active object and material slot live. Type a prompt, hit Suggest for six short preset-style ideas, or load a one-click Preset. The headline control is the Persona — pick the specialist that matches your object and the entire suggestion engine reconfigures around its vocabulary. Thirteen in all: Generalist, Firearms, Melee/Bladed, Automotive, Motorcycle, Apparel/Costume, Armour, Mecha/Robot, Spaceship, Architecture, Nature/Terrain, Creature/Wildlife, and Prop/Furniture. Each one carries its own curated Design World list (persona-scoped era and genre) and its own Surface Graphics catalog — Generalist hides those extras, picking a specialist reveals them. Creativity sets how far from the original layout to push: recolor, redesign, or reinvent.

2. Condition: Wear & History

A universal axis that applies to every persona, controlling how lived-in the surface looks — independent of the design itself. Auto lets the AI decide; or dial in Pristine → Clean → Field-used → Battle-worn → Derelict. Pair a pristine finish with any design world, or grime up the exact same look — the two never fight each other.

3. Art Style: How It's Rendered

Controls the rendering treatment of the albedo, from most stylized to most realistic: Toon → Stylized → Game-Ready → Realistic → Photo. Persona decides what the design is; Art Style decides how it's painted. The two are fully decoupled, so any persona works in any style.

4. Resolution & Model Tier

Output texture size — 512 · 1024 · 2048 · 4096 — which also selects the model under the hood. 1024 and below run on Gemini Flash (faster, cheaper); 2048 and up run on Gemini Pro (higher fidelity, higher cost). The Session Stats panel reflects exactly which one each generation spent on.

5. PBR Maps — From Geometry (the primary path)

The reliable, recommended way to get physical maps — and ReskinIT's real moat. These bakes run entirely inside Blender with your actual mesh: no API call, no cost. Flat 2D web tools structurally can't do this because they never have your geometry. Bake AO reads measured ambient occlusion off the real surface; Bake Curvature extracts edges and cavities; Roughness is derived from that geometry; and Metallic defaults to flat black (the correct default — metal is the exception, not the rule). Resolution and sample controls sit at the top.

6. PBR Maps — From AI (experimental)

An optional, clearly-labelled experimental path that asks Gemini Pro to generate the physical channels. We're honest about the limit: a general image model paints a plausible picture of a map, not true encoded data — so treat these as starting points, not ground truth. Includes Normal Strength + Generate Normal Map, Roughness, Metallic (the strongest of the four — silhouette-aware and snapped to a clean per-island binary), and Emission Strength + Emission (genuinely well-suited, since emission is simply a glow mask). For everything physical, the geometry path above stays the recommended one.

7. Actions: Pin, Restore, Save

The safety net, so you can experiment freely. Current albedo and Pinned original are your two reference slots. Pin Current as Original promotes the active texture to be the new revert baseline (handy when iterating in stages). Restore Original snaps the material back to the pinned image. Save All Maps exports the albedo plus every generated and baked pass to disk in one go.

8. Session Stats: Honest Cost Tally

A running estimate of what your experimentation costs this session, broken down per model (Flash Text · Flash Image · Pro Image). This is a per-call estimate built from Google's published per-call pricing — not real token or billing metadata. The disclaimer is baked into the UI on purpose: Estimates only — check aistudio.google.com for real billing. Reset between projects to track per-asset spend.

PRICING PHILOSOPHY

SHIP FASTER.
OWN EVERYTHING.
KNOW YOUR COSTS.

Whether you're a studio batch-generating character skins, a solo dev matching store-bought assets to your custom art direction, or simply breathing new life into legacy projects — ReskinIT Studio handles the heavy lifting.

Unlike subscription-based API wrappers, ReskinIT connects directly to your own Google Gemini API key. You only pay for what you generate, at raw Gemini token rates. Use the generated textures commercially in your own games and projects under Google's Gemini API terms — see the FAQ for notes on third-party marketplace resale policies.

🔑

Bring Your Own Key

Your API key stays local — never touches our servers. No middleman markup, no monthly subscription, no per-seat licensing. Just raw Gemini at cost.

📊

Built-in Session Tracking

No end-of-month surprises. A Session Cost estimator is built into the editor — it tallies token and image usage after each generation so you can see roughly what a session is costing as you work.

COST EXAMPLES

FRACTIONS
OF A CENT.

Raw Gemini API rates. No markup. Here's what each generation actually costs you.

SMART PROMPT

~$0.0003

Transforms basic text into rich material descriptions. Varies based on word count.

512² TEXTURE

~$0.045

Perfect for rapid prototyping. The base image cost is fixed, but input token costs vary depending on how many 3D screenshots are sent to the AI for mesh-awareness.

1024² TEXTURE

~$0.067

Production-ready Flash generation. Varies slightly based on the file size of your reference geometry and style guide images.

2048² TEXTURE

~$0.150

Extreme fidelity using the Pro engine. Varies based on the volume of deep contextual reasoning required for complex sub-mesh bakes.

BLENDER ONLY

4096² TEXTURE

~$0.30

True 4K cinematic resolution on Gemini 3 Pro Image. Roughly $0.24 raw output token cost plus mesh-aware input overhead from AO + curvature bake passes.

💰Session Cost:$0.06795

*Disclaimer: The generated figures are approximate estimates and can vary slightly based on Google Gemini API token pricing fluctuations, differing prompt lengths, and mesh complexity.

ROI CALCULATOR

SEE THE ROI.

Calculate your actual production savings compared to traditional manual workflows, purchasing assets, or valuing your own hourly rate.

Your Project

assets
$ / asset
%
prompts

Your Savings

Traditional Workflow Cost
$525.00
Est. $35/asset average
ReskinIT API Cost
$1.27
Standard ≤1024
You Save
$523.73
Includes overhead for 3 Smart Prompts and a 25% variant rejection rate.

💡 Optimization Tip: Combine Submeshes

To optimize token usage and dramatically lower costs, try to avoid packing your 3D models with dozens of separate submeshes that each require individual material bakes. Instead, combine your submeshes to share a single baked texture atlas. This approach drastically reduces the total number of API calls needed per asset, potentially dropping your expenses by a factor equal to the number of original submeshes.

*Disclaimer: Figures are approximate estimates and can vary slightly based on Google Gemini API token pricing fluctuations, differing prompt lengths, and mesh complexity.

FREQUENTLY ASKED
QUESTIONS.

What is the point of having this tool?

+
ReskinIT removes one of the most tedious daily bottlenecks for game developers. Quickly customize generic Unity Asset Store models so your project doesn't read as a template flip. Beyond store assets, you can feed it your own in-house characters and work with their existing meshes and base maps. Want to shift a game's visual direction? Convert a photorealistic model into a stylized cartoon variant. Whether you're generating cosmetic skins or breathing new life into legacy projects, the core advantage is the same: you skip the rigging round-trip by reskinning meshes you already have.

What AI model powers ReskinIT Studio?

+
ReskinIT connects directly to Google's Gemini API. You simply provide your own Pay-as-you-go Gemini API Key (costs fractions of a cent per generation), ensuring you are never throttled by expensive SaaS subscription limits.

Does it work with URP and HDRP?

+
Yes. The engine automatically maps your generated Color, Normal, and Emission textures directly into Unity's default material system, making it fully compatible with Built-In, URP, and HDRP render pipelines.

Is the Blender version the same as Unity?

+
Same AI brain, different host. ReskinIT for Blender ($69) runs the identical Gemini-powered Reskin pipeline as the Unity edition, rebuilt as a native Blender add-on with its own N-panel and operators. The Blender edition also adds Cold-Start Mode — texturing unwrapped meshes that arrive with no materials, no shader graph, and no baked maps — by automatically running Ambient Occlusion and curvature bakes to feed the AI surface context. Generated textures land directly on your model in Blender's viewport, ready to render.

What is Cold-Start Mode?

+
Cold-Start is the Blender edition's headline feature: a workflow for texturing meshes that arrive with nothing but geometry and a basic UV unwrap — no materials, no shader graph, no manual baking, no Substance round-trip. Point ReskinIT at the unwrapped mesh and it automatically bakes Ambient Occlusion and curvature, sends those maps to the Gemini AI alongside your prompt, and ships back a fully textured, edge-aware model directly inside Blender. If your mesh has no UVs yet, Blender's one-click Smart UV Project (Tab → A → U → Smart UV Project) gets you ready in seconds.

How do I ensure generations match my game's art style?

+
You are in complete control. You can drag and drop a 2D style reference image to lock in your specific color palette, or use the built-in Art Style Slider to constrain generations to Toon, Stylized, Realistic, or Photoreal boundaries.

Do I have control over text, logos, and specific patterns?

+
Yes — your prompt drives the output. For example, you can instruct the AI: “Generate a military supply crate with a digital camo pattern, featuring a large fictional corporate logo and the text 'PROPERTY OF NEXUS' painted in bold white stencils.” Like any current image-gen model, exact text rendering varies; longer or more complex strings may need a re-roll, and the 2048² / 4096² Pro tier produces noticeably cleaner text than the Flash tiers.

Can I batch-reskin complex characters?

+
Absolutely. You can toggle 'Batch Mode' to select multiple sub-meshes on a complex rig and reskin an entire character in one cohesive generation pass, or surgically target just a single component like a chest plate.

Can I adjust the intensity of Normal & Emission maps?

+
Yes. Once a map is generated, you can use intuitive sliders directly in the Unity Editor to control the depth/harshness of the Normal Map, and dial in the precise threshold and intensity of the Emission glow.

Where are my generated textures saved?

+
Everything is saved locally to a Variant Gallery inside your Unity project. The history persists across Unity sessions, so you can re-apply variants or generate Normal/Emission maps from past runs.

Can I use the assets I generate commercially?

+
Yes — you can use generated textures and reskinned models in your own commercial games and projects. The pipeline runs against your own Google Gemini API key, so the usage rights flow from Google's Gemini API terms (which currently grant broad commercial use of generated content). Two important caveats: (1) you're responsible for not prompting protected IP (logos, trademarked characters, etc.), and (2) reselling AI-generated assets as standalone products on third-party marketplaces (including the Unity Asset Store) is subject to that marketplace's own AI-content policies, which are evolving — check the latest Unity / Asset Store policy before publishing AI-generated packs there. For use inside your own shipped projects, you're clear.

How long does it take to generate a texture or batch?

+
Per-texture generation typically lands in the 15–45 second range, depending on resolution tier, prompt depth, how many sub-meshes are in the batch, and current Gemini API load. Pro 2048² / 4096² runs longer than Flash 512² / 1024². The HTTP client uses a 120s timeout for standard generations and 180s for Pro, so worst-case you'll see a timeout rather than an indefinite hang.

How much does it cost to generate a texture?

+
Because you plug in your own API key, there's no platform markup — you pay Gemini's raw token rates. A Smart Prompt plus a 1024² texture is typically a small fraction of a cent. A built-in Session Cost estimator tracks token and image usage as you work and displays a running total in the editor.

Once I generate a texture, what do I do next?

+
The pipeline handles material assignment for you. When generation finishes, ReskinIT writes the texture into a Unity Material and assigns it to your targeted mesh or sub-meshes, updating the scene view in the same pass.

Does the pipeline replace traditional artistic workflows?

+
No — it's a force-multiplier, not a replacement. ReskinIT handles the tedious bulk of texturing grunt work so artists can focus on the parts that need a human eye. Generated maps can be exported into Photoshop, Substance, Krita, or any external editor for color grading, manual refinement, or compositing.

READY TO RESKIN?

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