📐 Set this before you start, and write it down. Every map atlas in a texture set has to
share the same dimensions. If you export some maps now and the rest in a later pass, use the same tile
size and layout both times or Tomb Engine cannot line them up. Opening a saved project uses whatever
size it was built at.
📤 Upload an atlas
Got a texture atlas already? Drop it in and cut it into tiles you can work on one by one.
📁
Drop atlas here or browse
PNG · JPG · BMP · WebP · TGA · PSD
Slice Atlas cuts the whole image on an even grid. Pick tiles… lets you
set the grid and choose only the cells you want, which is handy for ripping a single texture or
stitching one atlas together from several.
🆕 Generate a new atlas
No atlas yet? Start with an empty one and drop textures into it a tile at a time. Good for building a set from loose images.
You get an empty grid at the tile size above. Add textures with ⬜ Add Blank, then
paste or drop an image onto any cell.
📂 Load existing atlas project
Been here before? Open the ZIP you exported last time, or a saved .atlasproj.json, and pick up where you left off with every tile, material and transition intact.
Export ZIPs carry the project file inside them, so the ZIP the tool gave you is all you need. Keep
Include project file in ZIP ticked on export and every export stays re-openable.
2️⃣ Atlas Elements
🖱️Right-click an element: Make Seamless · Make Transition with Texture · Set Material.
Transition tiles are appended below the atlas and inherit their parents' materials.
🔒 Base texture locked — now click a second element to build the transition
0 selected
Layout×
3️⃣ Export Atlas + Material Maps
⚠️ Height (parallax) maps are GPU-expensive in Tomb Engine.
Prefer applying height to individual textures rather than a whole atlas, so you can
measure the performance impact per texture and drop it where it isn’t worth the cost.
⚠️ Some of your tiles have transparency.
Their holes are kept flat in the height map so they don’t carve into the relief, but parallax on an
alpha-tested texture is still fragile in Tomb Engine — the UV offset drags texels across the cutout
edge, which can read as a milky fringe or let you see straight through. Check fences, grates and
foliage in-game, and drop Height for those textures if it looks wrong.
📐Every map atlas must share the same dimensions.
Texturetool guarantees this automatically when you export all maps together here.
But if you export maps in separate passes — e.g. just the normal map now, other maps
elsewhere or later — make sure the tile size and layout match every time,
or Tomb Engine will throw an error and not load your material maps!
● unsaved changes
Edit
Transitions
Generate
Transform
Adjust
Material
Go to
File
🔄 Make Seamless — Tile
🔀 Make Transition — Tile → Tile
Base (A)
→
Overlay (B)
Paint white where the overlay (B) should show through. The mask is softened automatically. One tile is added.
🌿 Organic edge (blobs, spikes, drips…)
Off at Amount 0. The detail is faded out at each tile border, so the tile still meets its neighbours exactly where it did before — a Top transition laid in a row stays seamless left-to-right however high you push it.
Applies to the Directions presets. A hand-painted Custom mask is already whatever shape you drew, so the panel is hidden for it.
The whole arrangement is added to the atlas laid out exactly like the preview, so it reads as one connected terrain patch when picking in Tomb Editor. Pivot & Hardness above shape every edge; plain cells stay linked to their source tiles.
🌿 Organic edge (blobby, hand-painted boundary)
Off by default — Amount at 0 gives the clean geometric boundary. Raising it keeps the set exactly seamless; the detail is faded out at each tile border, which is the only place a neighbouring tile's pixels would be needed.
0 = on the base, 100 = on the overlay. A pale colour on Tint near 100 gives a lit rim instead of a shadow.
Softens only where the style moved the boundary — the teeth, the flecks, the deepest lobes. Hardness above widens the blend across the whole tile instead, which flattens the shape.
Adds the set more than once, each with a different noise draw. Cycle them along a boundary so a run of the same tile doesn't read as a repeating motif. They stay seamless with each other.
🩹 Heal / Fill — Tile
Filling…
🫥 Fade to Transparent — Tile
Fades part of the tile to nothing (alpha → 0). Great for decals — cobwebs, dust, leaves, foliage — that should blend into the surface instead of ending at a hard edge.
Paint where the tile should fade to transparent.
✨ Make Emissive — Tile
Authors a glow (emissive) map for this tile — areas that shine on their own, independent of scene lighting. Pick what glows, then how it's coloured. Black = no emission.
Tip: click the source preview to eyedrop the target colour from the tile.
Tip: click the source preview to set the hue from a pixel. Good for lava, poison, crystal, neon.
Paint directly on the source preview where the tile should glow.
📐 Anchored Transition — Tile → Tile
The border between the two textures is a chain of anchors. Start from a preset, then drag anchors to bend the border, drag the line itself to slide the whole border across, click empty space to add an anchor, or right-click an anchor to remove it. Overlay (B) fills one side.
2 anchors — drag / drag the line to move them all / click to add / right-click to remove / scroll or middle-click to smooth
🏔️ Height Transition — Tile → Tile
Drive the blend by a height map instead of a drawn line: the overlay settles into the low ground (mortar joints, cracks) or caps the high ground (stones poking through). Works best on textures with real relief — e.g. cobble flooring.
⛰️ Height field
🌊 Border warp (bends the fill edges into a slow wave)
📈 Response curve (reshape height → fill)
Left→right = height; up = more fill. Drag anchors / drag the line to move them all / click to add / right-click remove / scroll or middle-click to smooth.
🗺️ Spatial drift (bias the fill across the tile)
Fill drifts toward the high side. Drag anchors / drag the line to move them all / click to add / right-click remove / scroll to smooth.
🗺️ Transition Grid — Tile → Tile
Design one continuous A→B border across a whole wall, then slice it into tiles. Set the grid size, drag the anchors (drag the line itself to move the whole border, click empty space to add, right-click to remove). Scroll the wheel or middle-click an anchor to cycle its smoothness (corner → smooth → rounder); the border curves smoothly through the anchors. It flows across cell edges so the tiles connect seamlessly. Add drops one transition tile per cell into the atlas.
Tool:
With a patch tool active, drag from a point to drop a circular patch of the overlay (scroll over one to resize, right-click to remove). Patches work on top of — or instead of — the boundary, so you can put a circle of texture inside any single cell.
👁️ Atlas preview
The whole atlas stitched exactly as it exports — same tile order, same column count, same pixel size. Transparent areas show as a checkerboard here; tick Magenta key in Export to turn them into Tomb Editor's invisible colour.
🌿 Organic Transition — Tile → Tile
Scatter the overlay into the base as organic, noise-driven patches. Optionally brush a hint for where the overlay should land, then generate seeded variations. Keep “Edge-safe” on so patches never touch the tile border — that keeps neighbouring tiles seamless.
Click a preview to toggle it in/out of the export set.
🎞️ Animated Texture
Generate a procedural, seamlessly-looping animation (water, lava, clouds…). Each frame also tiles on its own. Pick a preset, tweak, and add the frames to the atlas as a group. In Tomb Editor, select the frames as an animated range — or use Single seamless tile for UV-rotate.
💡This preset glows — enable the Emissive export map (and set the matching material) so it lights up in-engine.
Click the bar to add a stop · drag a handle to move it · click a handle to edit its colour & alpha.
Evens out the noise so a gradient uses all its colours (best for Rainbow / Aurora). Relaxes contrast as it rises.
Bakes a per-frame emissive map so the texture lights up in the dark. Each frame's glow is derived from that frame, so it animates with the motion. Ships an Emissive atlas aligned to the animation.
Pulse dims the glow on a sine over the loop (seamless). Depth 0% = steady, 100% = fully off at the trough. Combines with the per-frame motion.
🎚 Adjust Colours — Tile
Non-destructive colour grade for the whole tile. Handy for rebalancing presets that blow out, or matching a texture to a level's mood.
🖌 Recolor — Tile from Tile
Samples the colour palette of the reference tile and shifts this tile's colours toward it (mean/standard-deviation transfer). Adjust the strength and fine-tune below.
☀ De-light — Tile
Flatten baked lighting so the texture reacts to Tomb Engine's dynamic lights. De-light the whole texture, or paint over a single baked shadow and inpaint it away from the surrounding texture.
Mode:
Paint over the whole shadow so the selection touches clean texture on every side, then Preview.
🗺️ Import Tiles
Set the grid that matches the source image, then click cells to choose which tiles to import. Selected cells are added to your atlas (each resized to 256²).
—
⚠️ Are you sure?
🧩 Wang Set — Tile → Tile
Generates an edge set so the overlay terrain connects on every side. Pick how the tiles are arranged in the atlas below — a readable grid makes them easy to place in the editor. Tiles inherit materials from the two sources.
🌿 Organic edge (blobs, spikes, drips…)
Off at Amount 0. The detail is faded out at each tile border, so the set joins up exactly as well as it did without it.
A Wang set is reused far more heavily across a level than a single island, so a strong organic edge here shows its repeat sooner. Keep Amount modest, or use it where the boundary is only laid a few times.
🧱 Borders & Corners — Tile + trim Tile
🪞 Origami mode — one texture only. The trim is the same texture rotated so its detail runs parallel to each edge and folds through the corners, so a ridge/plank texture reads as a continuous concentric frame.
Builds a reusable border tile set: the trim texture runs along the boundary of areas filled with the base texture. Place the tiles in the editor like a frame — edges, corners and fill all connect. Click any slot in the preview to change how it's made (own mask → rotated ↻ → mirrored ↔/↕ → an atlas tile 🖼) — handy when baked lighting makes a rotated edge look wrong. Tiles inherit materials from the two sources and stay editable (change a source tile and the set follows).
Rotates the trim texture along vertical borders (mitred corners).
🌿 Organic edge (ragged, hand-painted trim edge)
Off at Amount 0. Only the inner contour moves — the edge sitting on the tile border stays flush, so the set still joins up exactly. A border down the left of a tile therefore goes ragged on its right.
Seamless here comes from the noise repeating over the tile, not from fading it out at the borders — so unlike a transition set, the detail keeps its full strength right up to the edge.
✨ Generate Variations — Tile
Creates jittered copies (hue / brightness / saturation / contrast / grain / rotation / wrap shift) appended to the atlas — handy for breaking up obvious tiling repetition. Same seed reproduces the same set.
🪞 Origami Frame — Tile
Folds the texture into a concentric frame — a ridge or stripe texture becomes nested rings, as if the strip were folded around all four edges. The fold is symmetric and seams continuously through the corners.
🏗️ Build Pattern — Tile
Arranges this texture into a built surface — brick, coursed / cobbled stone, tile, herringbone, planks, a plank floor, shingles or pipes — by laying it into cells split by recessed joints, each cell a jittered sample so it doesn't read as repeats. The result is a fresh, seamlessly tiling tile; the dark joints become real depth in the material maps.
🏚️ Age & deformation
Breaks up the machine-perfect grid for ruins and old stonework. Everything here is seeded and stays seamless — a flush city wall is all zeroes.
🧱 Behind the cells
What shows through the joints — and through anything Missing pieces takes out. Pick another atlas tile here to lay blocks over a wall, instead of over a blur.
🌾 Surface noise — off
Grain, pitting and grain-direction laid over the pattern itself. Your texture probably has its own already — this is for flat or over-cleaned sources.
🌾 Surface Noise — Tile
Lays procedural grain into the texture itself, seamlessly. Material maps are generated from the diffuse, so this is what gives a flat or over-cleaned texture something for them to read.
🪟 Stained Glass — Tile
Splits the tile into glass cells separated by lead came. Cell colours come from the texture itself or a palette. The result carries a glass + metal multi-material and an emissive map, so the window glows in the dark.
Rose windows are centred — the tile won't repeat seamlessly.
🎨 Set Material
⭐ My presets
Layers stack bottom → top: the Base covers the whole tile, then each layer paints its material over the ones below. Order matters — e.g. Base = Brick → Wooden door → Metal knob. The selected layer is the one the material controls below edit.
Layers
Select the area where the active layer's material applies.
Show:
⚙️ Advanced editor (tweaking creates a custom material)