RESkINIT — AI texturing tool that runs inside the Unity Editor

Hey everyone — sharing a tool I just released after months of work: ReskinIT, a texturing extension that runs inside the Unity Editor.

You select a mesh, describe the look you want, and it generates a material and wires it straight into the shader — no leaving Unity, no web round-trip.

  • Reskin Mode: for a mesh that already has a UV layout. It generates a texture mapped to that specific model, following its existing unwrap — so it wraps correctly onto your actual mesh. Batch Mode lives here too: reskin every sub-mesh of a multi-part object in one coordinated pass with a shared style, or a single sub-mesh on its own.

  • Texturer Mode (Unity-exclusive): for tileable textures. It generates seamless, UV-independent textures you can build into your own reusable material library and apply across surfaces. Outputs Color, Normal, and Emission maps.

A few things it does:

Generation Settings — one panel governs every generation:

  • Output Resolution: pick your texture size. 512 for fast prototyping, 1024 for production, 2048 for hero assets and close-ups (4K available on Blender Pro). Higher res = more detail and a bit more cost per generation, so you choose the trade-off per surface.

  • Batch Count: generate multiple variants in a single batch. Each one lands in the gallery as its own entry, so you can fire off several directions at once and pick the strongest instead of regenerating one at a time.

  • Creativity (Recolor → Redesign): controls how far the AI strays from the original. Low = recolor only, preserving the existing design. High = full creative redesign — new patterns, graphics, surface details. Dial it to whether you want a simple palette swap or a from-scratch reinterpretation.

  • Art Style (Toon → Photo): controls visual fidelity. Toon = flat/cartoon, Game-Ready in the middle for standard PBR game assets, Photo = photorealistic archviz quality. One slider spans low-poly mobile to AAA to architectural viz.

Both sliders are non-destructive — every gallery variant remembers
its settings, so you can replay any combination in one click.

  • Batch Mode: reskins every sub-mesh of a multi-part object in one coordinated pass. It auto-detects the parts and applies one shared style across all of them, so a full character reads as a single cohesive design. Scales down to a single sub-mesh too (a prop, a logo, one piece).

  • Geometry-aware: it captures the mesh from multiple angles before generating, so textures respect the actual topology instead of being a flat wrap.

  • Style Reference: drop in any image — concept art, a photo, a screenshot from another game — and the AI uses it as a visual style guide, not a copy target. It pulls the palette, surface treatment, weathering, and overall material feel from the image, then applies that direction to your model. The geometry always comes from your mesh — the reference is never replicated or regenerated, only learned from.

It’s optional and works alongside your text prompt: the reference steers the look while the prompt drives the specifics. In the ship above, the reference set the color and material direction while the layered design prompt handled the details — base painted metal, hazard-yellow accents, engine metal , chipping, exhaust grime, and stencil decals — and it all landed coherently across the hull.

In Batch Mode, every sub-mesh locks to the same reference, so a multi-part model reads as one unified design instead of mismatched parts.

It runs on the Gemini API — you bring your own key, no subscription. Generations are cheap (roughly 4-7 cents each at standard resolution) and the tool shows the exact cost per call in real time. I mostly use it for fast iteration: throw a bunch of looks at a mesh for pennies, find the direction, then take that as a base and build on it.

Asset Store: ReskinIT - AI Reskinning Pipeline

outcome on different geometries, different creativity levels, and artstyles:

Happy to answer any questions about how it works or take feature requests — genuinely want to hear what people think.