Pixel-art sci-fi hull panels with glowing lights
In your harnessProcedural textureMIT
Generate a tileable pixel-art sci-fi plating module at a chosen art resolution: panels split into plates with seams and bevels, each with rivets, vent slits, a grille, a light strip, indicator lamps or hazard stripes, with metallic, emissive, normal, height, roughness and occlusion maps. Use for 2D space stations.

What it takes and gives
- Entry point
- generate
- Maps
- albedo, normal, roughness, metallic, height, ao, emissive
- Parameters
- art_pixels, panels, subdivision, lights, vents, hazard, rivets, relief and 3 more
- Presets
- default, clean_lab, rusty_industrial, alien_hull
- Tileable
- yes
- Command line
- python pixel_scifi_panel.py --size 1024 --seed 7 --preset NAME --out DIR [--width W --height H] [--set NAME=VALUE] [--directx-normal] [--orm]
- Godot material
- material.tres
- Blender builder
- blender_material.build_material(folder)
Limits. Stylized pixel art with the light from the top left baked into the plate bevels. The module repeats on a regular panel grid aligned with the tile edges, which suits modular plating but shows the grid on large areas. Plates are rectangles split at most twice; details are fixed small patterns, and lights do not animate. Metal and glass take fixed roughness values per class. The normal map treats each art pixel as a flat facet. Output sizes that are not a whole multiple of art_pixels give art pixels of unequal widths. Occlusion is a blurred-height estimate posterized to eighths.
Details
- Kind
- Procedural texture
- Engine
- Python 3.10 or later
- Files
- 12 files, 194.6 KB
- Licence
- MIT
- Declared effects
- runs commands, writes files
- Checked with
- Godot 4.7.2, gl_compatibility
- Checks
- command line generates declared maps, maps decode, maps have declared size and channels, maps tile without a seam, normal vectors unit length facing out, maps carry detail, godot imports the maps, godot material template loads every map, godot compatibility render, capture shows the textured surface, blender builds the material
- Techniques
- Recursive rectangle splitting of a panel grid, Seam ownership on the top and left edge of each plate, Bevel shading with highlight and shadow rows, Per-plate detail selection from hashed random draws, glTF emissive and metallic maps, Per-art-pixel normals by central differences
- Tags
- texture, pixel art, tileable, sci-fi, panels, metal, emissive, 2d
- Identity
library.supply.creative_originals.2af674ac87712ff2807a2095.3bf47d40ddcd5dba- Version
3bf47d40ddcd5dbaea6a3a961881470b1734eb70345035a562984bed0abf6ad9
The version is the SHA-256 of the item your harness downloads; every file in it names its own checksum.
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