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Texture Tools

Free browser-based tools for processing and analyzing textures. Mix, tile, generate normal maps, and extract color palettes.

All processing happens locally in your browser — nothing is uploaded

Texture Mixer

Blend two textures with blend modes like Multiply, Screen, Overlay, and more. Adjust opacity and download the result.

Make Seamless

Convert any image into a seamlessly tileable texture. Adjust blend width and preview the 3×3 tiled result.

Normal Map Generator

Generate normal maps from any texture for 3D rendering, game assets, and PBR workflows. Adjust strength and download as PNG.

Color Palette Extractor

Extract dominant colors from any texture or image. Get hex codes ready to copy for your design palette.

Need a texture to work with?

Create custom seamless textures with any of our 50 procedural generators.

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When to reach for each tool

The four tools and what they do

The four browser-based tools each solve a distinct problem that comes up when working with textures for 3D rendering, game engines, or design work. Unlike the 50 procedural generators — which create textures from scratch — the tools operate on existing images, either from the Texturize library or uploaded from your own workflow. All four run entirely in the browser using the Canvas API. Nothing is uploaded to a server and nothing leaves your device.

Texture Mixer — combining two materials

The mixer blends two textures using a configurable blend mode and ratio. Use it when you need a hybrid material that does not exist as a single generator — for example, rust on metal, moss on stone, paint on concrete, or dust on leather. The mixer preserves seamless tileability as long as both inputs tile. For painterly effects, try screen or overlay blend modes at low ratios; for stacked damage passes, multiply at high ratios. The output downloads as a seamless PNG at the same resolution as the inputs.

Make Seamless — rescuing non-tiling images

Make Seamless takes an input image — typically a photograph — and generates a seamless version by offsetting the image by 50% in both axes and blending the central seam with a feathered gradient. It works well on mostly-uniform source material (gravel, bark, plaster, foliage) and less well on source images with recognisable features or large-scale gradients. For those, consider regenerating from a procedural generator with similar visual character rather than forcing a photo into tileability.

Normal Map Generator — from flat colour to 3D relief

Normal maps encode surface angle variations in RGB channels, letting flat geometry appear to have fine surface detail — pores in leather, grooves in wood, mortar lines in brick — without extra polygons. This tool generates a normal map from any image by interpreting the luminance as a height field, then computing the surface derivatives. The output follows OpenGL convention (Y-up); flip the green channel for DirectX-convention engines like Unity's legacy pipelines.

Palette Extractor — pulling colours from a reference

The palette extractor identifies the most common colour clusters in an image and returns them as hex values you can feed back into the generators' colour pickers, a design tool's swatch library, or a CSS custom-property set. Use it to reverse-engineer the palette of a mood-board image, a brand reference, or a photograph you want to match. The algorithm samples the image at a resolution high enough to capture dominant tones without being distracted by individual pixels.

How the tools chain together

A typical workflow pulls a texture from the library, runs it through the Normal Map Generator, optionally mixes it with a second texture for variation, and uses the Palette Extractor to pull the dominant colours for supporting UI or packaging design. Every tool output can be re-used as input to another — nothing is locked into a single pipeline. For PBR material sets in Unity, Unreal, or Blender, generate the base colour here, derive the normal map via this tool, then author roughness and metallic maps manually based on the material class you are targeting.

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