You can import your material textures into Bandicoot for tiling and stitching. We accept PBR textures as well as single images in a wide range of image formats including PNG, JPEG and TIFF.

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How to import and auto-tile with Bandicoot

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Here’s how to import your textures:

  1. Sign up for a free Bandicoot account

  2. Go to the Import screen in our web app

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  3. Drag your texture images into the section marked “Drop files here”

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  4. Make sure the texture types are correct on the right hand side

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  5. Click the Upload button and wait for uploading to complete

  6. Click the Import Material button

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  7. Import and automatic tiling takes about 5 minutes, depending on the size of the texture images

  8. Go the the Library using the heading at the top left and your new material will appear after processing (you may need to reload the page)

  9. You can now tile your digital material (see Low-touch tiling ), or if you import multiple overlapping scans of the same material you can stitch them together (see the Stitching tool)

  10. After tiling or stitching, you can unlock and download your digital material for use in your 3D tools

Frequently asked questions

What texture formats can I import?

Textures should be in metal-roughness PBR format. The following texture types can be imported:

Texture type Channels Default value Comments
Base colour 3 (RGB) (128, 128, 128) Colour space: sRGB D65 (including sRGB gamma)

If you import an RGBA base colour map without a separate alpha map image, then the alpha channel is used from the RGBA base colour. | | Normals | 3 (XYZ) | (128, 128, 128) | | | Roughness | 1 | 255 | | | Glossiness | 1 | 0 | Glossiness is converted to roughness during import using (ROUGH = 1 - GLOSS). You cannot import both roughness and glossiness maps into the same material. | | Metallic | 1 | 0 | | | Displacement | 1 | 128 | | | Alpha | 1 | 255 | If you import a 4 channel alpha map, then only the first channel is imported. | | Ambient Occlusion | 1 | 255 | Ambient occlusion is displayed in our material viewer, but is not currently exported. |

The texture types are automatically detected from the filenames. You can also manually set the texture type for each image.

Any texture types that you do not provide will be filled with constant default values.