Revision Difference
Material_Resources#547092
<cat>Dev.Material</cat>
<title>Material Resources</title>
## Tools
+ [Substance Player](https://substance3d.adobe.com/documentation/sp31/substance-player-2294742.html) - Free program used to view **.sbsar** files, tweak exposed parameters, and export to texture maps.
## PBR Material Authoring Tools
+ [Substance 3D Designer Steam Edition](https://store.steampowered.com/app/1775400/Substance_3D_Designer_2022/) - Paid but powerful Material authoring tool.
+ [Material Maker](https://rodzilla.itch.io/material-maker)² - Free and open-source, based on the Godot Engine.
+ [Texture Lab](https://njbrown.itch.io/texturelab) - Free and open-source, written in TypeScript and hosted in an Electron app.
## Free PBR Materials/Textures
+ [AmbientCG](https://ambientcg.com)¹
+ [PolyHaven](https://polyhaven.com/textures)¹
+ [CGBookcase](https://www.cgbookcase.com/textures)
+ [Juliovii](https://juliovii.itch.io/)
+ [3dassets.one](https://3dassets.one/#order=latest)
+ [MaterialMaker](https://www.materialmaker.org/materials?count=10&type=material)³
<note>
* ¹Since s&box uses **OpenGL Normals (+Y)**, when downloading textures from sites such as AmbientCG or PolyHaven for example, check to see if they have an OpenGL (GL) normal provided, if not you can ⁴invert **DirectX Normals** into **OpenGL Normals**⤶
⤶
* ⁴You can invert a normal from **DirectX** to **OpenGL** by toggling **"Legacy Source1 Inverted Normals"** in the material editor [InvertNormals](https://i.imgur.com/U5gUegf.png).⤶
* ¹Since s&box uses **OpenGL Normals (+Y)**, when downloading textures from sites such as AmbientCG or PolyHaven for example, check to see if they have an OpenGL (GL) normal provided. If not you can invert a **DirectX Normal (-Y)** into **OpenGL Normal (+Y)** by toggling **"Inverted Normals (-Y)"** in the material editor [InvertingNormal](https://files.facepunch.com/wiki/files/a768a/8da58b0afde2a29.png).⤶
* ²Before exporting a material from Material Maker you will need to convert the normal in the graph from the Material Maker’s internal format to OpenGL [Normal convert node documentation](https://rodzill4.github.io/material-maker/doc/node_filter_normal_convert.html)
* ²To export from Material Maker, do **'File' > 'Export Material' > 'Blender'** . From there you'll have .exr files whitch are your exported textures.
* ³Textures from Material Maker Site Will need to first be exported from Material Maker.
</note>
<note>
Work In Progress, edits are welccome.
</note>