Edit or regenerate a specific region of a texture map.
How to Retexture?
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FAQ
What are Layer templates used for?
Layer templates are designed to help game studios, UA teams, LiveOps teams, and artists automate a specific creative task using AI-powered workflows. It reduces manual work while maintaining visual consistency and production quality.
Do I need design or technical skills to use templates?
No. Layer templates are built to be usable by non-technical users, including marketers, product managers, and artists. Advanced users can customize prompts, styles, and inputs, but no coding is required.
Can I use templates with my own art style or assets?
Yes. You can upload your own reference images, styles, characters, or assets to ensure outputs match your game’s existing art direction.
What does the Retexture Layer use case template do?
The Retexture Layer use case template edits or regenerates specific regions of a texture map while preserving the original asset’s structure and UV layout.
When should I use this Retexture use case template?
Use this Layer use case template when you need to:
Change materials or surface details
Create worn, damaged, or upgraded variants
Generate style or rarity-based texture variations
Update textures without reworking geometry
Does this use case template modify the underlying 3D model?
No. Retexturing only affects the texture map. Geometry, proportions, and UVs remain unchanged.
Can I target specific regions of a texture map?
Yes. You can precisely define which areas of the texture map should be edited or regenerated.
Is this useful for game-engine workflows?
Yes. Outputs are compatible with common game engines and production pipelines.
Can I batch retexture multiple assets?
Yes. The Retexture Layer use case template supports batch processing for scalable asset production.
What types of assets work best with this use case template?
Hard-surface objects, props, items, and clearly mapped textures produce the most consistent results.








