Complete terrain logic
Centers, edges, corners, transitions, and decoration belong together.
Target workflow: Generate terrain families with seamless centers, edges, inner corners, outer corners, transitions, and details. The current Labs version returns one concept image for visual exploration—not separated production assets or engine metadata.
This is a one-image concept preview. Sign in only when you generate; the exact credit cost is visible before the run.
Use this to test visual direction. Frame separation, tile rules, UI states, layers, and engine metadata are not included here.
Add a reference or start from the prepared brief. This preview is one image, not a separated production package.
Centers, edges, corners, transitions, and decoration belong together.
Inspect generated tiles repeated across a live test map.
Prepare layouts for common engine and map editor conventions.
Define material, climate, architecture, palette, and viewing angle.
Choose size, terrain families, transitions, and auto-tile target.
Paint a sample map, fix weak seams, and export the final set.
The live Labs preview returns one terrain concept. Use the free map maker to block a scene, then keep the tileset page for style exploration.
Yes. Assets you generate can be used in commercial game projects under your LlamaGen plan terms. Keep your project files and export records for your production archive.
It returns one concept image for evaluating visual direction. It does not yet guarantee separated frames, tiles, layers, component states, or engine metadata.
PixelBox Character Studio supports a 4-direction Idle, Walk, and Attack workflow with clip review, playable validation, portable PNG and JSON, plus generated Godot 4 and Unity import files.