trompe (texture a level from a gray blockout)
Texture a whole game level from a gray blockout with image models: trompe plans player-height cameras, has a model paint each view, projects the paintings back onto the mesh and bakes one albedo texture, exported as glTF.
- GitHub 星数
- 22 (GitHub 星数,统计于 2026-10-26)
- 许可证
- Apache-2.0
- 最近提交
- 2026/10/26
- 作者
- Patch-gg
信息来自作者的 README。 GameSkill 还没完整跑过。支持的 Agent 和安装步骤以作者文档为准。
安装
git clone https://github.com/Patch-gg/trompe && cd trompe && npm install && FAL_KEY=your-fal-key npm run devOpens on http://localhost:5178. Pick a sample level or drop in your own .glb (needs UVs, Y up), describe materials, press Plan cameras, then Texture level.
node scripts/texture.mjs --level samples/village.glb --id village --views 90 --atlas 8192 --style "weathered limestone and ochre plaster walls, terracotta roofs"Saves the run to runs/<id>/. Use --resume <id> to fill gaps and --dry in scripts/prompt-test.mjs to check prompts without calling a model.
命令照搬项目 README。在本机运行前,请先看一眼仓库。
包含内容
- A camera planner that samples walkable floors at eye height and picks views covering everything a player can reach
- Per-view painting with image models under overcast light, so the bake is albedo and your engine adds real shadows
- Projection and baking into one texture atlas, downloadable as a textured .glb or the texture alone
- Resume, parallel and prompt A/B scripts for cheap iteration on long runs
- Sample levels: Village, Courtyard, Hall
适合
- Turning a greybox level into a consistently styled, textured level in under an hour
- Locking one art style across a whole environment instead of texturing asset by asset
- Prototyping the look of a 3D level before committing artist time
不适合
- Characters or props that need clean hand-authored UVs and PBR channels
- Fully offline pipelines: the image models run on fal
概述
trompe takes a gray blockout and paints the whole level with image models. It plans cameras where a player could actually stand, asks a model to paint what each camera sees, projects every painting back onto the geometry and bakes a single texture. Because the paintings are lit flat, the result behaves like albedo, and your engine provides the lighting and shadows.
How it works
- Plan: sample walkable floors at eye height, drop spots inside solids or out of reach, connect spots a player can walk between, then greedily pick cameras until most reachable surfaces are covered.
- Paint: each view is painted by an image model on fal, guided by your material prompt and what has been painted so far.
- Project and bake: paintings are projected onto the mesh and merged into one atlas, then exported as glTF.
The author's demo village used 128 views, took 26 minutes and cost about $4.44 in model calls. The demo post on X was one of the most-shared game dev posts of the day.
Tips
- Write the style as materials ("weathered limestone, ochre plaster, terracotta roofs").
- Use
--resumeto fill holes in a finished run instead of starting over. --parallelis faster but leaves seams where views meet.
License
Apache-2.0. The image models are a separate paid service.
环境要求
- Node.js and a WebGPU/WebGL-capable GPU (planning, projection and baking run locally in the browser)
- A fal.ai API key for the image models (paid per image; the README's village run cost about $4.44 for 128 views)
- A blockout .glb with UVs
相关主题
常见问题
搭配使用
作者标注的相关 Skills,或更适合相邻任务的 Skills。
Video to Blender (procedural-blender-nodes)
A Blender skill that turns a reference video, image or idea into editable Geometry Nodes, Shader Nodes and compositor graphs, backed by a tested 39-group node library, a linter and a validator. Requires Blender 5.2+.
Level Design
Design playable levels from blockout to final: player metrics, pacing and flow, gating, the critical path and encounter design.
相似 skills
img2threejs
An Agent Skill that rebuilds the object or character in a reference image as a code-only, animation-ready Three.js model, checked pass by pass.
Godogen
Autonomous game development with Claude Code and Codex. Publishes a ready game repo for Godot, Bevy, Babylon.js or three.js.
Three.js Game Skills
Nine Agent Skills for Codex and Claude Code that build playable Three.js browser games, with a director skill, a Vite scaffold and Playwright QA.
3AGameFactory (GameFactory-3A)
An Apache-2.0 framework of agent skills and pipelines that turns a game requirement into assets (image, 3D, motion, audio, CG video) and engine-ready code for UE5, Blender, Unity, Godot 4 and three.js.