Framure Forge turns a text prompt into a game-ready PBR material. You describe a surface — "weathered copper, oxidized patina" — and SDXL, running on an AMD Radeon PRO W7900 (gfx1100) through ROCm, renders the albedo. The normal and roughness maps are then derived on the CPU, and the full set is applied live to hero objects in a Three.js showroom, where you can inspect each map and download a zip ready for any engine. It is built for indie game developers, 3D and environment artists, archviz, and students learning PBR — anyone who needs surfaces fast without the asset-store rabbit hole or per-texture licensing. The output is standard PBR maps: nothing proprietary, nothing locked in. It works with Unreal, Unity, Blender, and Godot. The AMD GPU does the real work: a warm 1024px generation takes about ten seconds, verified with rocm-smi and a live /health endpoint reporting gfx1100 and model_loaded:true. The seven materials were proven end-to-end by importing them into Unreal Engine 5. Both frontend and backend are containerized. The public demo runs in a transparent mock mode so judges can try it instantly, with a popover that says so.
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