Materials & Textures
Overview
Materials and textures define how your product looks under light in Amaspace. This guide explains supported formats, file size and resolution limits, and the recommended PBR workflow to achieve consistent, production-ready results without unnecessary complexity.
What materials and textures do
Materials control how light interacts with a surface. Textures provide detailed visual information such as color, roughness, and surface detail.
Together, they define:
- Surface color and finish
- How glossy or matte a surface appears
- Whether a surface behaves like metal, plastic, or fabric
- Small surface details without extra geometry
When to use
In Amaspace, materials and textures are used in every product—at minimum through a basic material setup, and often through textures assigned inside that material.
Use (and plan) materials/textures to:
- Define the final look of a product under real lighting
- Create reusable appearance presets (materials) shared across products
- Add surface detail with maps (roughness/metalness/normal) instead of extra geometry
- Keep assets lightweight and performant by controlling resolution and file sizes
Supported texture formats
Amaspace supports the following texture formats:
- PNG — lossless, best for UI elements and alpha masks
- JPG — compressed, suitable for color maps
- WEBP — recommended for performance and web delivery
File size limit:
- Textures and images: up to 10 MB per file
Texture resolution guidelines
Recommended texture sizes:
- Small details or seamless tiling materials: 512×512
- Standard surfaces: 1024×1024
- High-quality hero assets: 2048×2048
Guidelines:
- Use power-of-two resolutions
- Avoid textures larger than needed
- Reduce resolution before or during upload if performance is critical
PBR workflow overview
Amaspace uses a PBR (Physically Based Rendering) workflow. Each texture map controls a specific material property.
Common PBR maps:
- Base Color (or “Map”) — visible surface color
- Normal Map — surface detail without extra geometry
- Roughness — matte vs glossy appearance
- Metalness — metal vs non-metal behavior
- Ambient Occlusion (AO) — subtle shadowing in creases
Not all materials require every map. Use only what improves the result.
Material requirements
For reliable results:
- Materials must use PBR-compatible textures
- UVs must be clean and non-overlapping
- Normal maps must use the correct orientation (OpenGL standard)
- Avoid mixing baked lighting into Base Color maps unless:
- it improves performance, and
- the lighting scenario is static
Materials are created and edited directly inside Amaspace and reference uploaded textures.
AO and Lightmaps
Ambient Occlusion (AO)
- Adds subtle shading to corners and creases
- Improves depth perception
- Optional, but recommended for static assets
Lightmaps
- Used for baked lighting in static scenes
- Should not be combined with dynamic lighting
- Use only when lighting will not change
Rule: Keep both minimal to avoid over-darkening the model.
Best practices
- Start with Base Color, Roughness, and Metalness
- Use Normal Maps instead of extra geometry when they actually help
- Keep texture sizes as small as possible
- Avoid baked shadows in Base Color unless it improves both performance and visual quality
- Always preview materials under proper lighting
Common issues
- Material looks flat → check roughness and normal map
- Surface too shiny → increase roughness
- Details missing → verify normal map assignment
- Performance issues → reduce texture resolution