3D Pipeline & Technical Art

PBR Material Creation

PBR material creation produces reusable, physically based surface maps and parameters for the engine, renderer, scale, and visual condition specified in the brief.

  • Delivery4–20 days
  • RevisionsPackage dependent
  • PricingQuoted by scope

What this service covers

This service focuses on a material itself rather than painting one unique object. I define the real-world scale, surface composition, roughness range, height behavior, variation, and target channel convention from references.

Materials can be authored as tileable map sets or procedural Substance graphs with exposed controls. They are tested under neutral lighting and in the destination environment when access and version details are provided.

Physically based does not mean identical across every renderer. Tone mapping, lighting, displacement, normal conventions, and shader implementation affect the result, so delivery is calibrated for the agreed target.

What's included

  • Reference and scale definition
  • Tileable or procedural PBR material
  • Required texture channels
  • Target-specific test and exports

Tools and platforms

Substance DesignerPBRTileable MaterialsMaterial Parameters

How the project works

  1. 01

    Scope

    We define the objective, deliverables, dependencies, and success criteria before production starts.

  2. 02

    Build

    You review working previews, so decisions are made against tangible output.

  3. 03

    Refine

    The agreed revision rounds are used to complete details within scope.

  4. 04

    Handover

    I deliver the agreed files, access, and practical usage notes in an organized package.

3D Pipeline & Technical Art · Delivery

Choose the right level of scope

Final pricing is provided after scope, deliverables, and integrations are confirmed.

Small

Single material

One straightforward tileable PBR material.

  • One material
  • Core PBR channels
  • Up to 2K maps
  • Neutral-light preview
  • One export preset
Delivery: 4–6 days Revisions: 1
Medium

Procedural material

One detailed material with useful exposed controls.

  • Procedural graph
  • Up to 5 exposed parameters
  • Up to 4K maps
  • Two target presets
  • Source graph
Delivery: 7–12 days Revisions: 2
Large

Material family

A related family of up to five materials.

  • Up to 5 agreed materials
  • Shared art direction
  • Variation controls
  • Target engine test
  • Source graphs and exports
Delivery: 12–20 days Revisions: 3

Frequently asked questions

How is a PBR material different from asset texturing?

A material is a reusable surface definition, often tileable or procedural. Asset texturing applies unique details to a specific UV-mapped object.

Can I change the color or wear later?

Yes, when those controls are included in a procedural graph or engine material. The proposal lists the exposed parameters and supported software.

Will the material work in Unity and Unreal?

Map sets can be exported for both, but shader setup and channel packing differ. Each requested target and version must be included in the scope.

Get a quote for PBR Material Creation.

Share a short brief and I’ll help define the scope, dependencies, and a realistic delivery window.

Tell me about the project