trompe
Texture a gray level blockout with AI images

- Best for
- Developers with a gray-box level who want a consistent painted texture pass without hand-texturing
- Makes
- A single baked albedo texture for a whole level, exported as a textured glTF/GLB
- Made by
- Patch (patch-gg)
- Where you use it
- Web, CLI
- Pricing
- Free and open source (Apache-2.0); image generation on fal is paid, $4.44 for the README's 128-view village example (October 2026)
- Free plan
- Yes
- Open source
- Yes (Apache-2.0)
- Export
- Download the textured .glb or the texture itself; the bake is exported as glTF
- Status
- Available
trompe is a free, open-source tool from Patch (patch-gg on GitHub) that textures a whole game level from a gray blockout. It is released under the Apache-2.0 license.
According to the README, the pipeline runs in four stages. It plans camera spots where a player could stand (plus roof, outer-ring and hole-filling cameras), has an image model paint what each camera sees, projects every painting back onto the level geometry and bakes one texture. Views are painted one at a time under overcast light, so the texture works roughly as albedo (plain surface color with no shadows) and your engine adds real lighting; an outdoor option bakes sun shadows in instead. You describe the look as materials, such as "weathered limestone", rather than naming objects.
You run it as a local web app (npm run dev) where planning, projection and baking happen in the browser on your GPU, with sample Village, Courtyard and Hall levels to try. A headless command-line script suits pipelines and can resume a saved run to fill areas it missed.
The code is free, but painting uses paid image models on fal: FLUX 3 Klein for first views and Bria's Fibo 2 Edit for fills. The README's village example used 128 views (88 from player positions, 20 over the roofs, 11 around the outside and 9 filling holes) and cost $4.44 in 26 minutes.
It suits a blockout-first workflow, where a coding agent or designer builds gray geometry and art comes last. Inputs must be UV-mapped, Y-up .glb files. The README lists known limits: 1,024-pixel views, some outer walls left gray, occasional misprojections, approximate albedo, no UV unwrapping and no local models yet. AIGamer hasn't tested trompe.
Release history
- October 25, 2026: first public version published on GitHub under Apache-2.0 (repository)
- October 26, 2026: README and demo video updated with Patch's branding (commit history)
Limitation: Levels must already have UVs and be Y-up .glb files, and the image models only run on fal for now, with no local model support yet.
FAQ
Is trompe free?
The code is free under Apache-2.0. Painting uses paid image models on fal; the README's village example cost $4.44 for 128 views.
What input does trompe need?
A .glb level with UVs in Y-up orientation. It doesn't unwrap UVs for you.
Can trompe run without the cloud?
Not yet. Planning, projection and baking run locally in the browser, but the image models run on fal; the README says a ComfyUI provider is next.
Does trompe bake shadows into the texture?
By default no. It paints under overcast light so the result is close to albedo and the engine supplies shadows; an outdoor lighting option bakes sun shadows in.
Sources
Compiled by AIGamer from trompe's own pages and the sources below, checked 29 October 2026. We haven't tested trompe hands-on.
- patch-gg: trompe README on GitHub
- patch-gg: trompe commit history on GitHub
Image: GitHub / patch-gg
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