Source-in, engine-out
Start from a single texture or photo. Every service in the pipeline ends with assets that load straight into Godot, Unreal, or Blender — no rework.
// GAME PIPELINE SERVICES
JCH Soft provides game-asset pipeline services — taking raw art from source to engine with PBR materials, validation, and recipe-driven consistency.
01 / FEATURES
Start from a single texture or photo. Every service in the pipeline ends with assets that load straight into Godot, Unreal, or Blender — no rework.
Materials are defined by recipe JSON, not slider guesswork. Same recipe, same result — on any machine, months later.
Scene checks and material standards run before anything ships. If it doesn't pass, it doesn't export.
Built and tested on modest hardware — real pipeline work without demanding a workstation.
02 / PIPELINE
Drop in a single source texture. No manual map splitting, no cleanup passes.
PBR_Generator builds the full map set — albedo, normal, roughness, metallic, AO, height.
Assets are checked against engine standards in a live Godot test project.
Engine-specific export presets put every map where the engine expects it.
03 / SERVICES
One source texture in, a complete engine-ready PBR map set out — with recipe JSON control and export presets for Godot, Unreal and Blender.
Stylized anime spell, projectile and beam VFX — sliced into engine-ready flipbooks with slice guides and a standard license. First packs are on Gumroad now.
See the demosScene and material checks that catch broken imports, missing textures and non-compliant assets before they reach the engine.
A dedicated Godot test environment for previewing and stress-testing generated materials under real lighting — in active use, our materials are verified here before they ship. Unreal Engine 5 and Unity 6 versions of the Material Testbed are in development.
Have a project in mind? Get in touch — we're happy to talk pipeline.
04 / CONTACT
Questions, feedback, or interest in the pipeline — we read everything.
papadw@jchsoft.com