Example:

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Texture Channel Packer Online - Pack ORM/RMA Maps in Browser

Pack AO, Roughness, and Metallic maps into ORM, RMA, or custom textures online. No upload required. Built for UE5, Unity, Blender, and browser-based PBR workflows.

What this texture channel packer solves

This online texture channel packer helps artists and technical teams combine grayscale source maps into optimized packed textures for real-time rendering workflows. It is designed for common PBR setups such as ORM, RMA, and custom channel layouts where reducing texture count matters for memory, bandwidth, and material setup speed.

Supported inputs and outputs

  • Input grayscale maps: PNG and JPG source textures for AO, roughness, metallic, and similar channels.
  • Packed outputs: browser-exported textures intended for RGB and alpha-based material workflows.
  • Workflow fit: useful for web previews, lookdev iteration, and game-ready PBR texture preparation.

When to use this tool

  • Build ORM, RMO, or RMA textures for Unreal Engine, Unity, Blender, and custom PBR pipelines.
  • Consolidate AO, roughness, metallic, or mask data into fewer textures to reduce sampling overhead.
  • Validate channel assignments visually before exporting assets into production materials.

Related tools

Core Features

Channel Packing

Combine multiple grayscale maps into a single RGB texture for efficient PBR workflows.

Channel Remapping

Remap channels (R, G, B, A) to different channels for custom workflows.

Shader Preview

Visualize how packed textures will behave with different blending modes.

Export Ready

Export packed textures in various formats (PNG, JPEG, TIFF) with customizable settings.

Local Processing

All texture processing happens in your browser - no uploads, no privacy concerns.

WebGL Accelerated

Fast processing even for 4K textures using GPU acceleration.

How It Works

1

Upload Textures

Drag and drop your grayscale texture files (metallic, roughness, AO, etc.). The tool automatically assigns them to channels.

2

Configure Settings

Assign each grayscale map to the desired output channel (R, G, B, or Alpha). Use presets for common PBR workflows.

3

Preview & Export

Check the results with our real-time shader preview, then export the packed texture in your preferred format.

Frequently Asked Questions