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Jeiel Aranal

A member registered Sep 15, 2014 · View creator page β†’


Recent community posts

Mort has created an excellent tutorial for Sprytile, with more parts to come!

I'm not sure how it would be setup once imported in Unreal, but you can add a second UV channel for lightmapping in Blender through the data tab as shown in this video: https://streamable.com/ut6u7

You'll probably want to play around with the smart project settings to add more padding between UV islands or even manually unwrap the lightmap, but this is the basic idea.

Hi Nikola, the latest version of Sprytile supports 2k+ tilesets. I'd like to get feedback if possible, I don't really have high res tilesets on hand to test it out myself. Thanks!

Thank you, glad it's helping people with Blender. Yes, Sprytile will continue to work with smaller tile sizes after upgrading. 

Hi Gradar! It looks like you may have accidentally used the pick axis tool. There's a lock button beside Sprytile's XYZ axis buttons. Turning off lock should fix it for you :)

Hope you have fun with Sprytile!

The file that you downloaded is the zip file, you're looking at the contents of the file because Windows has a built in zip file viewer. Just use Blender's addon installation as shown in the tutorial/manual.

Thanks for filing an issue on GitHub. I was aware of this issue but seems like I missed filing one.

Hi TTerebesi, happy to hear that Sprytile helped get you into Blender! When you import your .blend file into Unity you get a folder called Materials beside your blend file. The materials in this folder is where you would set the texture/tileset.

First thing to do is import your texture into your Unity project and adjust the texture import settings.  Select the texture and in the inspector, set it to the following settings.

Next, you'll have to adjust your materials. Go to the materials subfolder and edit each material in there, change the shader to Unlit/Transparent Cutout and set your texture/tileset into the material.

These are basic settings for materials, feel free to play around as you get more familiar with Unity. This material also doesn't do double sided rendering, that's a bit more complex to setup in Unity.

You may see seams inside Unity. The easiest way to fix this is to select the camera and change the Rendering Path setting to Deferred.

Technically, the best way to fix this is to set auto pad offset to 0.20 in Sprytile but unfortunately the defaults aren't set to that. 

No need to apologize, the tutorials really didn't consider people completely new to Blender which I hope to address in the next documentation pass.

I'm probably not moving edges when tiles are moved at angles, it's more likely that they've been rotated. There's a section of the text advanced documents that shows how to do this.

Hope this answers your question, have fun with using Sprytile!

And here's the final version!

View the 3D model here: https://sketchfab.com/models/129257232ebf487eb8179dbc333391cc

Check out the post on Cartrdge talking a bit about the differences from the WIP

Hollllyyyy crap, this was left dormant for so long. I finally have something to show, a WIP sketchfab


There are no immediate plans for this but if I port Sprytile to a commercial 3D package it would be closed source and paid. It would be the only way it makes commercial sense for myself.

I know of a few people who started on 3D using Sprytile, so Blender is not an insurmountable thing for beginners and there are a lot of resources to get people started.

It will go in the todo pile, how soon it will be done will probably depend on the complexity

Thanks for the console dump. It looks like there are no overt errors, I just never considered the use case of very large textures.

It's a feature I want to have but I can't say when it would be implemented, I suspect it will take a bit of work because this will need to use a second UV layer.

(Edited 1 time)

Hmm. I've not tested the UI with a texture that large, I can imagine it bugging out when handling textures at that size. Can you open the system console to check for error messages?

Hmm, you shouldn't need to be doing anything else. I can't think of any settings that would do this. When you enter build mode, do you see the tile preview in the viewport? Are you still able to create faces with the build tool?

I was considering implementing this but decided against it when I seemed to be getting good results with pixel perfect UV positioning. Theoretically it's not too difficult to implement, might make it an option for the next release since I'm seeing more users come up against this limitation recently. Thanks for trying out Sprytile and giving feedback.

The documentation has moved to a different URL. If links to documentation are broken, you can probably find it in the new URL.

Deleting tiles is done using Blender's workflow for deleting faces.

  1. While in edit mode, change to face mesh select mode by pressing Ctrl+Tab
  2. Select the faces to delete by right clicking
  3. You can also use paint selection by pressing `C` and painting the selection. Scroll the mouse wheel up and down so change the brush size
  4. After selecting the faces/tiles you want to delete, press `X` or the delete key and select `Faces`

Oh! Thanks, I did not know that about Cycles. I'll have to update the documentation with this.

That's very cool. I wonder if there's something that changed with the cycles renderer that allows Sprytile to work with it now. I have to admit I'm not too familiar with cycles though.

The documentation update for v0.4,2 is still a work in progress.

In the meantime, I've made a couple of lower production quality videos  covering some aspects of Sprytile usage.

In this video, I touch on two methods to create non blocky scenes with Sprytile. There are many ways to do this, these are just a couple of ideas.


This video is a demonstration of Set Normal Mode, which can be used to build with tiles even when the axis is not on the global XYZ plane.

If you'd like to ask for help, please feel free to ask in the forums or reach out on Twitter. We also have a community Discord chat server for more immediate help.

Replied to fleity in Changing hotkeys

Thanks for figuring it out. Was the hotkey that was being intercepted only using the alt key with no other combination?

Thanks, for reporting this I'll implement that texture setting for the next release :)

Oof, I'm sorry it took so long for me to reply, this thread had slipped my mind.

The modifications to make to the files are in this gist, this is for Sprytile version 0.4.22: https://gist.github.com/ChemiKhazi/d73f60e7d68ad7bb64df7bd9ed6bebc7
Keep in mind that using the auto update mechanism will probably break any changes you make to Sprytile.

Oh my god six months between the last update. Finally got around to blocking out the lower half, now it needs detailing and texturing and then I move into the lot more finicky interior detailing.

Turnaround of the work completed so far: https://streamable.com/yr2hd

I might look into this when I have time, thanks for using the tool.

Posted in Discord server?

Hey HeadClot, and anyone else interested in the Discord. Here is the server invite.

There isn't a way to change sprytile's hotkeys beyond the one to invoke Sprytile, sorry.

I haven't figured out how to get modal key mappings working yet and it seems to be poorly documented in Blender.

I am open to creating alternate hotkey binding modes for future releases to accommodate users though.

Posted in Discord server?

I don't use Discord regularly myself, I'm mostly a Slack user but I'm open to doing a Discord if that's what the community would like to use.

I'll send feelers out so see if this is something people are interested in. Thanks for the suggestion, Hyohnoo!

The axis lock button is pressed. Turn off the button under β€œauto merge” and you should be able to paint on the camera view axis again.

Thanks for trying out Sprytile!

That's a really neat edit! If you upload your texture to imgur, you can make a linkable version that automatically loads your texture when opened.

Hmm, a bit difficult to diagnose this without more to go on. It's possible the problem is the viewport shading mode, which I do need to highlight in the next documentation pass.

Make sure the viewport shading is set to material when this happens next.

Thanks for checking out and using Sprytile, Bananaft. I'll look into this technique and see if it's feasible to integrate into Sprytile.

Sweet! Haven't seen the milk carton before!

Thanks! If there's an incentive that would interest you, let me know, it would help me a lot with planning :)

Posted in Mini Showcase

Fantasy docks, by @2Pblog1

Posted in Mini Showcase

Farm Scene, by @2Pblog1

Posted in Mini Showcase

Chibi Thundremoar [sketchfab link]