MaterialForge · Unreal Engine 5.7–5.8

AI materials for Unreal Engine. One surface or a whole pack.

Turn a surface brief into PBR textures and an Unreal material recipe. Compare alternatives, adjust exposed parameters and bring the materials you choose into your project through Cosindra.

Follow the MaterialForge workflow

Choose what you want to make

Single

All plans

1 material

Get one surface right.

Describe one material in as much detail as you need. A long prompt still produces one material.

Example brief

“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

Paid plans

2 or 4 materials

Explore the same idea.

Generate alternative takes on one brief, then compare their surface details in the live preview.

Example brief

“Rusty sci-fi metal panels with scratches, dark paint and orange corrosion.”

Different takes on the same metal-panel brief.

Material Pack

Paid plans

2–8 materials

Build a set of surfaces.

Use a shared batch brief for different materials, or write a separate prompt card for each surface.

Example brief

“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.

Materials are not maps. Each textured result has Base Color, Normal, Roughness and AO maps. A pack is a set of separate materials; procedural recipes may not need texture maps at all.

Inspect and compare

View the selected material on a sphere, cube or plane. Compare your results before choosing which ones belong in your project.

Adjust without a new render

Change exposed recipe parameters for free. For a new visual direction, Refine uses your instruction in a fresh, paid generation.

Keep it. Use it.

Save each chosen material to your private library. Download the successful pack results together, or apply them through the desktop app and UE plugin.

Before you generate

Does a long prompt automatically create a Material Pack?

No. You choose Single, Variations or Material Pack. In Material Pack, Prepare material list turns a scene brief into a proposed list to review and edit before generating. Numbering is optional; Separate cards also lets you write exact briefs yourself. A detailed description of one printed carpet is still one material. Lists are not padded to fill a count; packs support up to eight distinct materials. Ready results become selectable while the remaining materials generate.

Are four PBR maps the same as four materials?

No. One textured material includes Base Color, Normal, Roughness and Ambient Occlusion (AO) maps, plus its Unreal material recipe. A four-material pack contains four separate results, each with its own recipe and maps where needed. Procedural results can be recipe-only.

What do generation, Pro Engine and failed results cost?

Standard generation costs 4 credits per material. Pro Engine adds 5, making it 9 per material. Four results cost 16 or 36 credits respectively; the full quote is shown before you start. Failed pack results are refunded individually. There is no additional draft or planner charge. Retrying a failed result is a new, separately charged generation.

What can I change for free?

Adjust Parameters changes the connected values exposed by a recipe, such as tint or UV tiling, without generating new textures or spending credits. Use Save free adjustment to create a preset. New Variation and Refine start a fresh full generation at 4 credits, or 9 with Pro Engine; Refine is not an image-preserving edit.

Does Save keep the whole pack?

Save keeps only the selected material in your private account library. Select and save each result you want to keep. Unsaved texture-based results have a recovery window of up to 24 hours in Account → Materials, where you can save them without regenerating. Saving one result does not preserve the other pack results.

Can I download or apply the whole pack in Unreal Engine?

Download Pack includes the successful results in numbered folders with recipes, available maps and a pack manifest. Apply Pack in UE5 uses the Cosindra desktop app and Unreal plugin to bring successful materials into your project. Applying costs no extra credits on any plan. File downloads require a paid plan after Starter’s one lifetime free asset download, shared across products. Download or save textured results before their recovery window expires.

Community materials

View all →

Explore surfaces made with MaterialForge. Open a material to inspect it or use its brief as a starting point.

M_SciFiHologram — UE5 PBR material

M_SciFiHologram

Translucent blue hologram with scrolling scanlines, edge glow, and adjustable opacity

M_BrutalistPouredConcrete — UE5 PBR material

M_BrutalistPouredConcrete

Raw poured concrete with formwork lines, air pockets, and subtle weathering stains

M_LushTerrainGrass — UE5 PBR material

M_LushTerrainGrass

Dense lush green grass with subtle yellow patches and tiling control for large terrains

M_ForestGroundLeavesMoss — UE5 PBR material

M_ForestGroundLeavesMoss

Detailed forest ground with fallen leaves, twigs, dark soil, and moss patches

M_RuggedCliffRock — UE5 PBR material

M_RuggedCliffRock

Rugged gray cliff rock with deep cracks and subtle moss in crevices

M_DesertSandRipples — UE5 PBR material

M_DesertSandRipples

Fine desert sand with soft wind-swept ripple dunes and a warm matte finish

M_PristineSparkleSnow — UE5 PBR material

M_PristineSparkleSnow

Pristine white snow with subtle crystalline sparkle, soft wind-swept compression marks, and a soft blue Fresnel shadow tint.

M_WetBrownMud — UE5 PBR material

M_WetBrownMud

Wet brown mud with glossy puddle areas, dry cracked patches, and adjustable wetness/darkening.

M_LooseGrayGravel — UE5 PBR material

M_LooseGrayGravel

Loose gray gravel path with mixed pebble sizes and a dusty matte finish

M_BeachPebblesWet — UE5 PBR material

M_BeachPebblesWet

Smooth rounded beach pebbles in gray-beige tones with a wet sheen

M_ClassicRedBrickWall — UE5 PBR material

M_ClassicRedBrickWall

Classic red brick wall with rough mortar joints, subtle weathering, and customizable tint and roughness.

M_DarkAsphaltRoad — UE5 PBR material

M_DarkAsphaltRoad

Dark asphalt road surface with fine cracks, patched repairs, and faded oil stains

M_OldEuropeanCobblestone — UE5 PBR material

M_OldEuropeanCobblestone

Old European cobblestone street with rounded stones, dark grout, and worn glossy tops

M_TerracottaRoofTiles — UE5 PBR material

M_TerracottaRoofTiles

Weathered terracotta clay roof tiles in overlapping rows with moss details

M_AgedWhitePlaster — UE5 PBR material

M_AgedWhitePlaster

Aged white plaster wall with hairline cracks, subtle discoloration, and chipped details

M_PolishedWhiteMarble — UE5 PBR material

M_PolishedWhiteMarble

Polished white marble with soft gray veining and a high-gloss finish

M_WeatheredOakPlanks — UE5 PBR material

M_WeatheredOakPlanks

Weathered oak wood planks with visible grain, nail marks, and slight gaps between boards

M_HeavilyRustedSteel — UE5 PBR material

M_HeavilyRustedSteel

Heavily rusted steel plate with flaking orange-brown corrosion and dark decayed metal

M_BrushedCoolAluminum — UE5 PBR material

M_BrushedCoolAluminum

Brushed aluminum with fine linear grain, cool sci-fi silver tone, and adjustable medium gloss.

M_SciFiSpaceshipHull — UE5 PBR material

M_SciFiSpaceshipHull

Dark sci-fi spaceship hull panels with beveled seams, hexagonal vents, and glowing cyan accent lines

M_AgedGoldTreasure — UE5 PBR material

M_AgedGoldTreasure

Aged gold surface with warm metallic reflections, fine scratches, and fingerprint smudges.

M_IndustrialDiamondPlate — UE5 PBR material

M_IndustrialDiamondPlate

Industrial diamond checker plate steel floor with scuffed high-traffic wear and medium gloss

M_FlowingLava — UE5 PBR material

M_FlowingLava

Flowing volcanic lava with glowing emissive cracks and a dark cooling crust

M_HexForceField — UE5 PBR material

M_HexForceField

Semi-transparent energy force field with a glowing cyan hexagonal grid and Fresnel edge glow.

Also building the environment?

WorldWeaver can identify suitable surfaces in its Material Needs list. Where enabled, its optional paid material workflow lets you download a world and its successful materials together.

See the WorldWeaver integration →