Need fewer texture files and faster performance without losing detail?
The Workflow
- Export grayscale maps (AO, Roughness, Metallic) from Blender (or your texturing tool).
- Open them in Photoshop and confirm they’re the same resolution and bit depth.
- Create a new document (same resolution).
- Paste each map into a channel:
- R = Ambient Occlusion
- G = Roughness
- B = Metallic
- Save as one texture:
asset_ARM.png(orasset_ORM.png). - In your engine/material, route channels back to the correct inputs.
The Usage
Channel packing cuts texture count (and memory/bandwidth) immediately—huge for games, real-time scenes, and any pipeline where performance and organization matter.