Making tiling graphics using a 3D modeller
I'm using Blender to make the sprites for my 2D game, because I'm much more capable of working in 3D than I am in 2D, especially where pixel art is concerned. By the same token, I'm trying to avoid using UV textures as much as possible. Most of the models I'm working on will get scaled down so much (a tile in-game is only 32x32 pixels) that procedural textures are entirely sufficient. However, I'm having problems with terrain. Specifically, I'm trying to figure out how I would go about making terrain tiles that tesselate cleanly (i.e. without visible seams) when using procedural textures. The only idea I've had so far that seems remotely plausible is to compose the terrain entirely of self-contained "features" with natural breaks between them (e.g. I could have a ten-tile-long section of flat ground that would look fine because I wouldn't be trying to tile it, and it'd be bordered by rocks or something). However, I'm not convinced that I can make that look reasonable without putting a lot of work into it; I'd rather be able to just dump a nicely-tesselating tile down everywhere and then go back later and add details.
Any ideas?
Jetblade: an open-source 2D platforming game in the style of Metroid and Castlevania, with procedurally-generated levels
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