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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.

Render of Pixel-art sci-fi hull panels with glowing lights
The render its check recorded in Godot 4.7.2, 256 by 256 pixels.

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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