To make a material ID map, drop your GLB, FBX or OBJ here and pick what gets a colour. Every texel of the model’s UV layout gets the flat colour of its material, mesh, UV island or connected part. Download the PNG and a colour legend, then use it as a selection mask in Substance 3D Painter, Marmoset or Blender.
Free · no signup · your files stay in your browser · Free for personal and commercial use, no attribution.
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Demo with a sample file, recorded in this tool.
How to make an ID map from your model
1
Open your model
Drop a GLB, FBX or OBJ, or try the sample gamepad (4 materials). It opens in your browser and nothing is uploaded.
2
Pick what gets a colour
Material, mesh, UV island or connected part. Pick the size (512 to 4K) and the padding. No UVs? The tool makes new ones first.
3
Generate and download
Check the map on the 3D model, click a part to find its ID, then download the PNG, the legend JSON, one ID as a black and white mask, or the GLB with its new UVs.
Material, mesh, UV island or part?
One colour per
What shares a colour
Good for
Material
Every triangle that uses the same material
The classic ID map: mask metal, rubber and paint apart in Substance 3D Painter or Marmoset.
Mesh / object
Every triangle of one mesh (object) in the file
Kitbashed or multi-object models where each object should get its own mask.
UV island
Triangles joined by welded UV edges (one UV shell)
Checking a UV layout, or masking single shells such as one strap or one panel.
Connected part
Triangles joined in 3D, even across UV seams
One mask per loose piece (a bolt, a button) when one material covers many pieces.
What an ID map is for
An ID map is a flat-colour texture drawn in your model’s UV layout. It holds no shading at all: each part is one solid colour, so a texturing tool can turn a colour into a clean mask in one click. In Substance 3D Painter you load it into the ID slot of the mesh maps and use a Color Selection mask; in Marmoset Toolbag or Blender you use it the same way as a mask for layers or materials. Drawing the map is a kind of bake, read what is texture baking, and it follows the UVs, so UV unwrapping explained helps if UVs are new to you.
What this page does
Every texel inside a triangle of the UV layout gets that triangle’s ID colour: no blur and no in-between colours.
Padding grows each island outward with the colour most of its neighbours have, so mipmaps do not bleed in black.
Colours step around the hue circle by the golden ratio, so IDs next to each other in the list never look alike.
UVs outside 0 to 1 (tiling) are drawn where the texture repeats onto them, and an overlap check warns when two IDs share UV space.
No UVs? A new layout is made first, and you download the GLB with it, so the map and the model match.
Repaint one part with AI
Found the part you want to change? Repaint one ID with AI opens your model in the AI 3D Texturing Studio with the Select region brush on. Brush over that part, describe the new look, and only that area is repainted, at 2 credits a view. The studio keeps your UVs, so the ID map from this page still lines up with the texture it paints. The studio does not read the ID map itself as a mask, so the brush is how you pick the part. To edit or swap one texture by hand, use the GLB texture editor.
A material ID map (or colour ID map) is a texture in your model’s UV layout where every part is one flat colour. Texturing tools such as Substance 3D Painter use it as a quick selection: pick a colour and you get a mask of exactly that part, so you can give it its own material.
To make a material ID map, drop your GLB, FBX or OBJ here and pick what gets a colour. Every texel of the model’s UV layout gets the flat colour of its material, mesh, UV island or connected part. Download the PNG and a colour legend, then use it as a selection mask in Substance 3D Painter, Marmoset or Blender.
Yes. Opening, generating and downloading the ID map, the legend and the masks are free, in your browser, with no signup. Free for personal and commercial use, no attribution. Only the optional AI repaint in the AI 3D Texturing Studio uses credits (2 credits a view), and the cost is shown there before you start.
Each ID gets a different hue, stepped by the golden ratio so neighbouring IDs never look alike, with the brightness and saturation cycled as well. No two IDs share a colour and none is black, which is the background. The legend JSON lists every colour as hex and RGB with its material, mesh or part name.
The tool gives it a new UV layout first (the same chart unwrap as the UV Unwrap Online page) and draws the ID map in that layout. Download the GLB with the new UVs too, because the map only lines up with that copy. Old texture images are left out of that GLB, since they were painted for the old UVs.
A UV island is a patch of triangles that stays joined in the UV layout; a UV seam splits it. A connected part is a piece that is joined in 3D, so a cylinder cut open by one UV seam is still one part. Pick islands to check or mask UV shells, and parts to mask loose pieces such as bolts.
In Texture Set Settings, load the PNG into the ID slot of the mesh maps. Then add a mask with Color Selection to a fill layer and pick a colour from the map: the layer shows only on that part. The model needs the same UVs as the map, so use the GLB from this page if new UVs were made.
Yes, by brushing it. Repaint one ID with AI opens your model in the AI 3D Texturing Studio with the Select region brush already on. Brush over the part (click it in the 3D view here first to see where it is), describe the new look, and only that area is repainted, at 2 credits a view. The studio does not read the ID map as a mask, so the brush is how you choose the part.
When a texture is shown smaller (mipmaps) or filtered, texels just outside an island get blended in. Padding repeats each island’s colour a few texels outward, taking the colour most of its neighbours have, so the edges stay clean and no new in-between colours appear. The default grows with the size: 4 texels at 512 and 32 at 4K.
It means triangles of two different IDs sit on the same spot of the UV layout, so one of them wins there and the other is missing from the map. Overlap inside one ID, such as mirrored halves of one material, is fine. If the warning shows, switch to New UV layout or fix the UVs in your 3D app.
GLB, FBX and OBJ up to 100 MB and 1 million triangles (600,000 when the tool makes new UVs). For OBJ, the material names come from the usemtl lines. You get a PNG at 512, 1K, 2K or 4K with a black or transparent background.
No. Loading, grouping, drawing the map and exporting all run in your browser. Your model only leaves your device if you choose to open it in the AI 3D Texturing Studio and start a paint job there.