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๐Ÿ”ฅMost read this week

  1. 01Open-source tool trompe paints a gray game blockout into a textured level
  2. 02BlueprintsLab says Ultimate Engine CoPilot V2 gives Unreal agents 1,655 editor tools
  3. 03Google DeepMind unveils Genie 4 with native audio and 2-minute consistent worlds
  4. 04anymove extracts game-ready creature animation from a single AI-generated video
  5. 05Hi3D releases v1.0 open weights to refine rough meshes into high-res geometry

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๐Ÿ“ฐ NewsAnnouncement

Open-source tool trompe paints a gray game blockout into a textured level

The README's village example used 128 painted views and cost $4.44 in 26 minutes. Input must be a UV-mapped .glb model in Y-up orientation.

By AIGamer Staff ยท 29 October 2026

Key points

  • trompe textures a whole level from a gray blockout and bakes the result into one albedo texture.
  • The README's village example used 128 views and cost $4.44 in 26 minutes.
  • Inputs must be UV-mapped .glb files in Y-up orientation.
Open-source tool trompe paints a gray game blockout into a textured level
Image: GitHub / patch-gg

The patch-gg team released trompe on October 25, an open-source tool that textures an entire game level from a gray blockout. The project's GitHub repository, published under the Apache-2.0 license, had about 120 stars within two days.

Texturing a level is one of the slowest steps in turning a gray-box prototype into something that looks like a game. trompe automates that step.

According to the project's README, the pipeline has four stages. trompe first plans camera positions where a player could actually stand, and an image model, accessed through fal, paints each view.

trompe then projects those paintings back onto the level geometry and bakes everything into a single texture.

Every view is painted under overcast lighting, so the result works as albedo: plain surface color with no shadows baked in. The game engine supplies the real lighting.

Planning, projection and baking run on the GPU in a browser, and a headless command-line version is available for pipelines. Input files must be .glb models with UVs, in Y-up orientation.

The README's worked example textures a village blockout with FLUX 3 Klein and Fibo 2 across 128 views. It cost $4.44 and took 26 minutes.

Why it matters: more prototypes are being built by coding agents that handle gameplay and gray boxes well but art poorly. trompe lets developers keep working blockout-first and add a consistent painted look at the end for a few dollars.

Other tools announced in October cover nearby steps: Hi3D refines rough meshes into detailed geometry, and the AnyGameRenderer research paints over gray gameplay footage. Together they point to a pipeline where art is applied to working game geometry rather than built by hand from the start.

Caveat: the cost and time figures are the project's own example and haven't been independently tested.

patch-gg has already followed up: on October 27 the team released anymove, a motion-capture tool for rigged creatures that works from a single AI-generated video.

Read the original on GitHub โ†’
Topics:AI 3D and art assets

Sources

Based on the company's own announcement.

  1. GitHub: patch-gg/trompe

Image: GitHub / patch-gg

Written in our own words; quotes are marked and credited. How we report

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