Drop your texture atlas, choose the tile size, and slice it into editable elements.
Right-click any element afterwards to make it seamless, build transitions or assign materials.
๐
Drop atlas here or browse
PNG ยท JPG ยท BMP ยท WebP ยท TGA
Slice Atlas cuts the whole image on a uniform grid. Pick tilesโฆ lets you set the grid and choose which cells to import โ great for ripping one texture or stitching from several atlases.
๐ Pick your tile size deliberately. Every map atlas for a texture set must share the same
dimensions โ if youโll export some maps now and others in a later pass, use the same tile size and
layout each time so Tomb Engine can line them up.
or
No atlas yet? Create a blank one (using the tile size above) and add textures one at a time.
2๏ธโฃ Atlas Elements
๐ฑ๏ธRight-click an element: Make Seamless ยท Make Transition with Texture ยท Set Material.
Transition tiles are appended below the atlas and inherit their parents' materials.
๐ Base texture locked โ now click a second element to build the transition
0 selected
Layoutร
3๏ธโฃ Export Atlas + Material Maps
โ ๏ธ 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 isnโt worth the cost.
๐Every 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 โ e.g. just the normal map now, other maps
elsewhere or later โ make sure the tile size and layout match every time,
or Tomb Engine will throw an error and not load your material maps!
โ unsaved changes
Edit
Transitions
Generate
Transform
Adjust
Material
Go to
File
๐ Make Seamless โ Tile
๐ Make Transition โ Tile โ Tile
Base (A)
โ
Overlay (B)
Paint white where the overlay (B) should show through. The mask is softened automatically. One tile is added.
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.
๐ฉน Heal / Fill โ Tile
๐ซฅ Fade to Transparent โ Tile
Fades part of the tile to nothing (alpha โ 0). Great for decals โ cobwebs, dust, leaves, foliage โ that should blend into the surface instead of ending at a hard edge.
Paint where the tile should fade to transparent.
โจ Make Emissive โ Tile
Authors a glow (emissive) map for this tile โ 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.
๐ Anchored Transition โ Tile โ 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 โ drag / drag the line to move them all / click to add / right-click to remove / scroll or middle-click to smooth
๐๏ธ Height Transition โ Tile โ 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 โ e.g. cobble flooring.
โฐ๏ธ Height field
๐ฟ Organic breakup (wobble the fill edges)
๐ Response curve (reshape height โ fill)
Leftโright = 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.
๐บ๏ธ 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.
๐บ๏ธ Transition Grid โ Tile โ Tile
Design one continuous AโB 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 โ smooth โ 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 โ or instead of โ the boundary, so you can put a circle of texture inside any single cell.
๐ฟ Organic Transition โ Tile โ 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 โEdge-safeโ on so patches never touch the tile border โ that keeps neighbouring tiles seamless.
Click a preview to toggle it in/out of the export set.
๐๏ธ Animated Texture
Generate a procedural, seamlessly-looping animation (water, lava, cloudsโฆ). 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 โ or use Single seamless tile for UV-rotate.
๐กThis preset glows โ enable the Emissive export map (and set the matching material) so it lights up in-engine.
Click the bar to add a stop ยท drag a handle to move it ยท 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.
๐ Adjust Colours โ 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.
๐ Recolor โ 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.
โ De-light โ 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.
๐บ๏ธ 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 256ยฒ).
โ
โ ๏ธ Are you sure?
๐งฉ Wang Set โ Tile โ Tile
Generates an edge set so the overlay terrain connects on every side. Pick how the tiles are arranged in the atlas below โ a readable grid makes them easy to place in the editor. Tiles inherit materials from the two sources.
๐งฑ Borders & Corners โ Tile + trim Tile
๐ช Origami mode โ 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 โ edges, corners and fill all connect. Click any slot in the preview to change how it's made (own mask โ rotated โป โ mirrored โ/โ โ an atlas tile ๐ผ) โ 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).
โจ Generate Variations โ Tile
Creates jittered copies (hue / brightness / saturation / contrast / grain / rotation / wrap shift) appended to the atlas โ handy for breaking up obvious tiling repetition. Same seed reproduces the same set.
๐ช Origami Frame โ Tile
Folds the texture into a concentric frame โ 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.
๐๏ธ Build Pattern โ Tile
Arranges this texture into a built surface โ brick, coursed / cobbled stone, tile, herringbone, planks, a plank floor, shingles or pipes โ 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.
๐งฑ Mortar / joints
๐ช Stained Glass โ 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 โ the tile won't repeat seamlessly.
๐จ Set Material
โญ My presets
Layers stack bottom โ top: the Base covers the whole tile, then each layer paints its material over the ones below. Order matters โ e.g. Base = Brick โ Wooden door โ Metal knob. The selected layer is the one the material controls below edit.
Layers
Select the area where the active layer's material applies.
โ๏ธ Advanced editor (tweaking creates a custom material)