Every artist deserves a material department
Big studios have dedicated material divisions. Smaller teams rarely do. UV Gen exists to close that gap without taking the artist out of the loop.

Maxime Raafat
Founder
Why I built UV Gen
Hey, I'm Max. I grew up in France and have moved around for my studies and work ever since. I am currently based in Zurich, Switzerland, where I studied Computational Science at ETH Zurich.
Unsurprisingly, I grew up with games (big fan of Sly Cooper), and they have always been a great source of inspiration for me. I've spent countless hours building 3D worlds, and UV Gen started as the tool I wanted for myself: AI that handles the technical work, so I can focus on creating.
Principles we build by
01
Artists direct, AI assists
The model proposes, you decide. Every result stays editable, and nothing is final until you say so.
02
Production over spectacle
A pretty picture is not a material. We care about seams, maps that agree with each other, and files your engine accepts.
03
Your work stays yours
No training on your content unless you opt in, no showcasing without permission, no advertising trackers.
04
Standard formats, no lock-in
Plain PBR maps that open anywhere. If you ever leave, your materials leave with you.
Materials are only the starting point. The long-term vision is an AI-native creation system for 3D that understands your meshes, your engine and art style, and helps you take an idea all the way to a finished world.
See the roadmapLet's talk materials
Questions, feedback and ideas are always welcome. And read by a human.
Make your first material today
Sign up, describe a surface, and see it in 3D a few minutes later.
100 free credits · No credit card required · Free credits never expire