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Grid texture

The Grid tab generates the prototype texture every blockout ends up wearing — a tiling grid with a checker, subdivision lines, and a size label, so a wall tells you how big it is without you having to measure it.

The difference from a generic grid image is that this one is built around a real-world tile size. Tile it 1:1 and every line means a specific distance in-game.

Tile Size

50CM, 1M, 2M or 4M — the physical area one tile covers. Default is 1M.

This is the setting everything else hangs off. The size label baked into the texture reads 1METER, the subdivision lines fall at real distances, and the texel-density figure is computed from it.

Match your material's tiling

The texture only tells the truth if it's tiled at the size it was generated for. A 1M texture on a material scaled to 2 m per tile now says 1METER across two meters of wall, and every scale read you take off it will be wrong by half.

Theme

ThemeLook
LightNear-white grey. The default, and the easiest on screenshots
DarkCharcoal, for dark scenes where a white grid blows out
OrangeSaturated orange with white marks
BlueSaturated blue with white marks
CustomYour own Base Color and Checker Color

Subdivisions

Two toggles, both on by default: 50 cm lines and 25 cm lines. They draw inside each tile, so a 1M tile with both on reads as quarters — enough to eyeball a step height or a door width without leaving the viewport.

Elements

ToggleDefaultWhat it draws
Size labelOnThe tile's size, e.g. 1METER
CheckerOnCheckerboard at the finest active subdivision
Center crossOnA cross at the tile's center

Corner Marks

Brackets in the corners plus tick marks along the edges — what makes tile boundaries readable once the texture repeats across a large surface.

SettingRangeDefault
Corner marksOn / offOn
Size50%–200%100%
ColorTheme or CustomTheme

Text

SettingOptionsDefault
FontInter, Rubik, Oswald, JetBrains Mono, System Mono, System SansJetBrains Mono
Weight100–900700
Corner TagAny short string; empty hides itPrototype
Label AnchorAny of the four cornersBottom left

The corner tag is there to mark the surface as temporary — the same reason studios stamp PROTOTYPE across blockout materials. It's a text field, so it can say whatever your team recognises: a ticket number, an owner, DO NOT SHIP.

Label Anchor decides which corner the size label sits in. Move it to whichever corner your geometry doesn't cut off.

Texel Density

A live readout of how many pixels each real-world meter gets, given the tile size and the download resolution:

TierFrom
Low0 px/m — terrain, distant props, large surfaces
Mobile192 px/m — mobile and stylized titles
Standard384 px/m — most game environments
High768 px/m — hero assets and close-up surfaces
Ultra1536 px/m — extreme close-ups, heavy memory cost

The marker on the bar is 512 px/m, the figure most engines target for general assets. The panel also gives you pixels per centimeter, which is the number to check when a decal or a label has to stay legible.

This readout is worth more than the texture

Texel density is the thing artists argue about after a blockout ships, and it's usually settled with guesswork. Set the tile to the size your walls actually are, watch the number as you change resolution, and you leave the blockout with a figure the art team can build to.

Download

Resolutions are 512, 1024, 2048 and 4096, default 1024. Changing the resolution moves the texel-density readout with it, so you can pick the size by the density you want rather than by habit.

Setups save as texture presets in the left panel, and the share button copies a link that rebuilds the whole configuration — see Export & sharing.

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