Hexa3D is an AI-powered 3D model generation and texturing platform. It generates 3D models from images or text prompts and applies textures to those models for use in games, apps, and interactive experiences. For many 3D object generation workflows, it is useful. For environment surface production — generating seamlessly tileable PBR map sets for Blender, Unreal Engine, Unity, or Godot — it is the wrong category of tool. This guide explains the distinction and covers what to use instead when your workflow requires standalone tileable PBR materials.
What Hexa3D Does
Hexa3D's core capability is 3D model generation: it takes an image or text description as input and produces a 3D mesh with textures applied. The output is a 3D model file — typically GLB or similar — with textures baked to that model's specific UV layout. The textures are non-tileable, tied to the model's UV coordinates, and not designed for reuse across different geometry.
This workflow serves specific use cases well: generating 3D props for games without a traditional 3D modeling pipeline, creating product models for ecommerce or AR previews, or rapidly prototyping 3D assets from reference images. For those use cases, Hexa3D and similar model generation tools (Meshy, Tripo3D, Hyper3D, AutoPBR) are the correct category.
For environment and surface material production — the 40 to 60 tileable materials a game scene or archviz project typically requires — model-baked textures do not apply. You need a different kind of tool.
The Model Texturing vs. Tileable PBR Distinction
The AI texture space divides into two fundamentally different categories, and they serve different workflows. Understanding this distinction prevents significant wasted effort.
Model texturing tools — including Hexa3D, Meshy, Tripo3D, AutoPBR, and Toggle3D — take a 3D model as input or generate one as part of their pipeline. Textures are applied to and baked onto that model's UV layout. Output is model-specific, non-tileable, and not usable on other geometry. This is the right workflow for: hero props, character models, product visualization, and any asset with a unique UV unwrap.
Standalone tileable PBR generators — including Grix, Boracity, ArmorLab, and GenPBR — take a text description of a surface material as input. No 3D model is required. Output is a set of seamlessly tiling maps — basecolor, normal, roughness, metalness, height — in the same format as Megascans, Poly Haven, and other standard PBR libraries. These maps tile across any geometry at any scale without additional UV work. This is the right workflow for: environment surfaces, floors, walls, terrain, ceilings, roads, water, any surface material that repeats across a scene.
Hexa3D belongs firmly in the first category. If your workflow requires the second, a different tool is needed.
What a Game Engine or DCC PBR Material Requires
A complete tileable PBR material for Blender Cycles, Unreal Engine 5, Unity HDRP, Godot 4, V-Ray, Arnold, or any other physically-based renderer requires five map types:
- Basecolor: Surface color in sRGB color space. Tiles seamlessly across any UV-mapped surface at any scale. Contains no lighting information — pure surface color data.
- Normal map: Surface micro-detail encoded as RGB directional vectors. Linear/Raw color space. Defines how the surface responds to directional light.
- Roughness map: Microsurface roughness in linear grayscale. Controls specular sharpness, highlight definition, and diffuse spread.
- Metalness map: Conductor versus dielectric classification. Linear grayscale. Without this map, metal surfaces render as dark non-reflective dielectrics — physically incorrect behavior that cannot be fixed at the material level.
- Height / Displacement map: Surface displacement data in linear grayscale. Used for tessellation-based displacement in offline renderers and Unreal Engine Nanite displacement. Adds genuine geometric depth at render time.
All five maps tile seamlessly, meaning the same material applies correctly to any UV-mapped geometry without additional work — a floor, a wall, terrain, a road surface, or any other mesh. Grix generates all five maps from a text prompt in about 20 to 30 seconds. No 3D model input required. Output is a ZIP containing correctly named map files ready for direct import into any DCC application or game engine.
Hexa3D vs. Grix: Side-by-Side Comparison
Primary use case: Hexa3D generates and textures 3D models. Grix generates standalone tileable PBR surface materials.
Input: Hexa3D takes images or text descriptions of 3D objects. Grix takes a text description of a surface material.
Output: Hexa3D outputs a textured 3D model file (GLB). Grix outputs five tileable PBR map files in a ZIP.
Tileability: Hexa3D textures are baked to a specific model's UV layout — non-tileable. Grix outputs tile seamlessly across any geometry.
Map set: Hexa3D applies texture to the model surface. Grix natively outputs basecolor, normal, roughness, metalness, and height as separate maps.
Use for environment surfaces: Hexa3D is not designed for environment surface materials. Grix is built specifically for this workflow.
Pricing: Hexa3D has subscription pricing for 3D model generation. Grix has a free trial with no login required and paid plans starting at $8 per month.
Workflow: Using Grix Materials in Blender
In the Shader Editor, create an Image Texture node for each of the five maps. Basecolor: set Color Space to sRGB. Normal, roughness, metalness, height: set Color Space to Non-Color. Route the normal map through a Normal Map node before connecting to the Principled BSDF Normal input. Use a single Texture Coordinate node set to UV and a single Mapping node connected to all Image Texture nodes — this lets you control tiling scale for all maps simultaneously with one X and Y scale value. This is the correct setup for any tileable PBR material from any source, including Grix, Megascans, or Poly Haven.
Workflow: Using Grix Materials in Unreal Engine 5
Import each map separately. In the Content Browser, right-click each texture and check import settings. Basecolor: Compression Settings = TC_Default, sRGB checked. Normal: Compression Settings = TC_Normalmap, sRGB unchecked. Roughness, metalness, height: Compression Settings = TC_Grayscale, sRGB unchecked. The TC_Grayscale setting for roughness and metalness maps is the most frequently missed step — applying sRGB gamma encoding to linear data produces incorrect specular behavior under Lumen and produces surfaces that look wrong under any lighting condition.
Create a Material asset in the Content Browser, open it, and wire each map to the correct input on the Material node: BaseColor, Normal, Roughness, Metallic, and World Position Offset or Displacement as appropriate. Use a TexCoord node with a Multiply node to control tiling scale. Enable Two Sided if needed for the surface type.
Workflow: Using Grix Materials in Unity HDRP
Import the maps to your Assets folder. For each texture, in the Inspector: basecolor stays at default Texture Type with sRGB color space. Normal: set Texture Type to Normal Map. Roughness, metalness, height: Texture Type = Default, sRGB = unchecked (linear color space). This is the linear vs. sRGB setting that produces incorrect material response if missed — roughness data decoded with sRGB gamma makes every surface appear more specular than intended. Create an HDRP Lit material, assign the maps to their respective slots, and set the tiling values in the Surface Inputs section.
Frequently Asked Questions
What is the difference between Hexa3D and Grix? Hexa3D generates and textures 3D models — output is a 3D model file with textures baked to its UV layout. Grix generates standalone tileable PBR map sets from a text description — output is five maps usable on any geometry. They serve different workflows.
Can I use Hexa3D for environment surface materials in Blender? No. Hexa3D textures are baked to specific 3D models and are non-tileable. For environment surface materials that need to tile across floors, walls, terrain, or any other geometry, you need a standalone tileable PBR generator like Grix.
Does Hexa3D output normal maps and roughness maps? Hexa3D generates textures applied to a 3D model. Whether those textures include separate PBR maps depends on the export format. For a full, separately usable PBR map set (basecolor, normal, roughness, metalness, height) formatted for direct engine import, Grix outputs all five maps in a ZIP.
What is the fastest way to get tileable PBR materials without a 3D model? Grix at grixai.com/try — no login required. Describe the surface material in text, generate all five PBR maps in about 25 seconds, download as ZIP. Free trial available immediately.
How many Grix materials can I generate for free? The free trial allows generation without login. Paid plans start at $8 per month for production volume. See grixai.com/pricing for current plan details.