MaterialForge · UE 5.7–5.8
From a material brief to your Unreal project
Make one surface, compare alternative looks, or create a set of different materials. This guide explains which mode to use, what costs credits and how to keep the results you want.
Updated 2026-10-07 · Cosindra team
1. Choose your result, not just a count
Single
1 material · All plansDescribe one material in as much detail as you need. A long prompt still produces one material.
A colorful road-playmat printed on soft woven carpet, with roads, houses and gardens. Top-down, seamless, no baked lighting.
One patterned carpet material — not separate road, house and grass materials.
Variations
2 or 4 materials · Paid plansGenerate alternative takes on one brief, then compare their surface details in the live preview.
Rusty sci-fi metal panels with scratches, dark paint and orange corrosion.
Different takes on the same metal-panel brief.
Material Pack
2–8 materials · Paid plansUse a shared batch brief for different materials, or write a separate prompt card for each surface.
An abandoned research station needs corroded steel wall panels, cracked concrete floors and worn rubber walkway mats.
Review the proposed steel, concrete and rubber briefs, edit them, then generate. Numbering is optional.
From image
1 material · Paid plansUpload a flat photo or scan of one surface and choose the square to use. It becomes the Base Color; MaterialForge adds Normal, Roughness, AO, Metallic and Height maps made for that surface type and writes the Unreal material. Uploads must be PNG, JPEG or WebP, at least 512 × 512 px and up to 15 MB. If the image is not a usable surface, such as a whole object, a scene or a person, the job stops and the credits are refunded.
A head-on phone photo of a mossy cobblestone street, evenly lit, with no sky or horizon.
1 credit per material, or 2 with AI relief maps. Lighting, shadows and perspective in the photo stay as they are. The result works like any other: free edits, download and Apply in UE5.
Four materials are not four maps. A textured material has Base Color, Normal, Roughness and Ambient Occlusion maps, plus an Unreal material recipe. A four-material pack contains four separate results. Some procedural surfaces use only a recipe, with no image maps. The maps follow the surface type in your brief: a printed design stays flat colour instead of turning into bumps, and roughness follows the finish you describe.
2. Write a brief that matches the mode
Prompt starters fill the input; they do not generate anything. You can edit the text, choose your mode and engine, then press Generate or Cmd/Ctrl + Enter. Regular Enter adds a new line.
For Material Pack → Batch brief, describe the shared setting naturally, then choose Prepare material list. Review the suggested surfaces and open them as editable briefs before generating. Packs support 2–8 distinct materials; a larger brief asks you to narrow the scope instead of silently dropping surfaces. Inspect each ready result while the rest generate. Whole-pack ZIP and Apply become available once the run finishes; applying more than four materials requires a Desktop release with eight-material pack support and its matching local server.
Numbering is optional. This example describes three distinct surfaces:
Shared style: an abandoned research station, muted industrial colors, seamless surfaces without baked lighting.
- Corroded steel wall panels, peeling dark paint and orange rust.
- Cracked concrete floor, fine dust and subtle oil stains.
- Worn black rubber walkway mats with a raised diamond grip.
Use Separate cards when each material needs exact constraints. Give every card one surface brief and include any shared style in each card. Each card generates one material. A story about a town printed on a carpet, however detailed, describes a single patterned surface; use Single for that.
Planning is included on paid plans and generates text only, not draft images. Review its interpretation: it is a proposal, not a guaranteed understanding of your game. Accepting a list only fills the editor; press Generate separately to start the quoted material jobs. Separate cards remains available if planning is unavailable or rate-limited.
3. Review the credit total before generating
Single is available on Starter. Variations and Material Pack require a paid plan. Each generated material costs 4 credits with the standard engine, or 9 credits with Pro Engine. Pro Engine selects the premium model and adds an AI relief pass (an estimated normal map and height-based ambient occlusion) for 5 more credits per result; it is not a free quality switch.
From image is priced on what it costs to run: 1 credit per material, or 2 with AI relief maps, on paid plans. The Pro Engine does not apply to it.
A four-result run costs 16 standard credits or 36 Pro Engine credits. The Generate button shows the full total before you commit, without an extra draft or planner fee. Web generation uses Cosindra credits, including on the BYOK plan; supplying your own chat key does not make web material generation free.
If part of a pack fails, the failed results are refunded and successful results remain available. Retry is a new, separately charged generation. Its result appears separately and does not replace the failed slot in the original pack download or Apply Pack action.
4. Inspect, then adjust or regenerate
Select a result to view it on a sphere, cube or plane. To see it on your own asset, choose My model and pick a self-contained .glb file (up to 50 MB and 1.5 million triangles). The file opens in your browser and is not uploaded unless you choose Save asset for later, which keeps a private copy in your account so you can reopen it from My model later (3 models on Starter, 20 on paid plans). Click a part, or pick its material slot above the view, and choose Use to give it the selected material; parts that share a slot change together, as in Unreal. Select other materials in the rail to paint other slots, and switch between Original and Look to compare. Save look keeps the painting under a name such as New or Worn (saving it again under the same name replaces it); it also saves the asset if needed and keeps the look's materials in your library, so the look reopens the same way later. Download GLB saves a copy of your model with that look as glTF PBR (maps, tint and UV tiling per slot) for Blender, Unity, Godot or a web viewer; Unreal graph effects beyond those are not included. It is a file download: Starter uses its one free download, paid plans download freely. Your original file is never changed, and materials are not assigned to your asset in Unreal.
Repaint with a prompt gives the whole model a new look from one description, without a material first. It shows you the exact image that is sent — flat views of your model from 14 directions; the .glb file itself stays in your browser. Every account's first repaint is free; after that a repaint costs 4 credits on every plan, refunded if it does not line up with your model. The new paint replaces the base colour of every part with UVs and keeps the normal and roughness maps. The Surface tab then adjusts roughness, metallic, normal strength and a tint over the look, for every part or one slot. Compare it with Original, then Save look to keep it (surface settings included) with your saved model, or use Download GLB or Download textures; downloads use your plan's download allowance.
Compare the texture maps and material recipe, then choose the kind of change you need:
- Adjust Parameters · no generation credits
- Change the connected values the recipe exposes, such as tint or UV tiling. This reuses the existing textures; it cannot repaint scratches or add new geometry. Press Save free adjustment to create a preset before saving or applying it. This confirms the adjustment; use the material’s Save action to keep it permanently in your library. Under My presets, Apply to other materials uses a saved preset on several results of this session: only materials with the same graph are offered, others are listed as skipped, and each one becomes its own new result.
- Surface Lab · no generation credits
- For textured materials, tune the maps themselves: Relief deepens or flattens bumps and grooves, Roughness and Roughness variation set the finish, Ambient occlusion darkens crevices. The preview updates as you drag; Save free adjustment writes a new set of maps that Download and Apply in UE5 use, and the original result stays unchanged.
- New Variation · a new paid result
- Generate one fresh take on the same brief. This action produces a single result, even if the original material came from a pack.
- Refine · a new paid result with direction
- Add an instruction such as “less rust, darker paint.” It guides a fresh full generation at 4 or 9 credits, not an image-preserving edit of the current texture. The previous result stays in History.
5. Save every material you want to keep
Save keeps the selected material, not the entire pack. For a pack of four, select and save each result you want in your private library. Saving does not spend generation credits or start a new render.
Unsaved texture-based results appear under Account → Materials → Not saved · recovery window for up to 24 hours. Save them there while the countdown is active. Once their temporary maps expire, the unsaved cards disappear and those maps are no longer available for download or apply.
Collections group saved materials into a set (up to eight, on paid plans). Give a collection a shared style (palette, scale, wear and notes), then choose Add to a collection in Single mode to generate one new material in that style; it also knows the set's existing materials, and only the new material is charged. If one material should differ on purpose, describe the difference and why. Add the result to the collection when you are happy with it. A shared style makes results more consistent, not identical.
Recent packs can reopen a run without generating it again, but a run record is not permanent map storage. Saving one child preserves that saved material only; it does not extend the other results’ recovery window or keep the original pack ZIP available forever.
6. Download files or apply in Unreal Engine
Choose the download format beside the button: Unreal (separate maps, DirectX normal), Unreal + ORM (adds an AO/roughness/metallic packed map; metallic is the recipe value) or OpenGL for Blender, Unity and Godot. Every ZIP includes a README with the conventions.
Download Pack puts successful original results in numbered folders, with each recipe and its available PBR maps. The manifest records the pack order and failed/refunded results. A procedural material can have a recipe-only folder.
Apply Pack in UE5 brings the successful materials into your project through the Cosindra desktop app and Unreal plugin. Individual materials and adjusted presets also have their own Apply action. Use the current desktop app, sign in to the same account and connect your Unreal project.
Applying costs no additional credits on any plan. Downloading files requires a paid plan after Starter’s one lifetime free asset download, shared across products. Download or save the textures before they expire; a complete ZIP already downloaded to your computer does not expire.