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A Blender add-on for building tile based low-poly scenes with paint/map editor like tools · By Jeiel Aranal

Non-integer padding please?

A topic by josephsilvr created Oct 19, 2017 Views: 273 Replies: 2
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Hi, i experimented a bit with sprytile and it seems like the 'standard' use case (unfiltered, unmipmapped pixel art) is fairly complicated to set up. In order to get good, seamless tiling results, I need to create a tilemap with 1 pixel of padding around all of my tiles, and configure sprytile to pad one pixel in to prevent bleeding. 

If I was creating this script myself, or working in another editor, my most likely solution would be to create my pixel art with no padding, and then pad 0.01 in x and y, imperceptibly shrinking my outermost pixel but not requiring an elaborate (for the 3d beginners I might have work with me) or brittle (when re-configuring tilemaps, or changing resolution, or etc) workflow involving manual padding in textures. 

This seems like it ought to be a rather trivial fix, either as a change to the existing padding UI or as an additional tickbox to apply a uniform subpixel padding to every uv island. 

Is this feature in development, or should I look into writing a script to solve this problem without sprytile?


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.


Thanks so much for adding this! Hope that the patreon does well.