
Paint Tiles
A downloadable asset pack
"Paint Tiles" is an experimental, hand-painted set of tiles that's primarily meant for rapid creation of various art and concepts.


All tiles were digitally painted by hand, with rich impasto and realistic watercolor effects, using a modification of the ubiquitous DB-16 palette as base.

It currently consists of shapes (oil, tarnished oil and watercolor variants) and "splats" along with some sharper, crayon-like "detail" tiles.
The downloadable archive includes a sample Tiled project.

The tile dimensions are ~100x100 pixels (128x128 with margins) and ~200x200 pixels (256x256 pixels with margins).

Here's a video showcasing the creation of a simple scene using Paint Tiles with the Tiled editor.
Even though this is a work in progress project, it's very much usable in its current state. I will keep updating it with new tiles as I'm painting them.

*Update* Demo tileset added!
A free, 25-tile demonstration "sampler" of Paint Tiles is now available to download.

A sample Tiled project is also included, aimed at demonstrating how Paint Tiles can be arranged into compositions using layers.

*Update* More tiles added!
More tiles have been added to the main "Paint Tiles" atlas, including alternate slope orientations, various circles and semi-circles, as well as some experimental "metallic" tiles.

*Update* More tiles added!
More tiles have been added to the main "Paint Tiles" atlas, including 26-degree slope lines, and "V" tiles and lines.

*Update* More tiles added!
More "charcoal/crayon" pattern tiles have been added to the main "Paint Tiles" atlas, and a new "Paint Text Tiles" atlas was included with basic text tiles in two colors. There were also minor touchups (two tiles got accidental splats of paint which was removed in this update).

*Update* Animated Paint Tiles!
A bonus experimental animated tileset is now included, with various paint/watercolor tiles and pre-set animations in a separate Tiled project. These tiles, inspired by Wigglypaint, use the Retrotronic 5-color palette by Doph as base, and are (palette-wise) incompatible with the "main" Paint Tiles; they are intended as a fun bonus tileset for wiggly, dynamic art creation.

*Update* Isometric Paint Tiles!
A bonus experimental isometric tileset is now included, along with a sample Tiled project.

Licensing:
The "Paint Tiles" tileset may be used in both non-commercial and commercial projects, excluding those relating to or containing non-fungible tokens ("NFT") or blockchain-related projects. It may not be used in conjunction with artificial intelligence or machine learning projects. You may modify it to suit your needs. You may not redistribute or resell it. Credit is not necessary, but very much appreciated.
I'd love to see what you create using "Paint Tiles"! I'm on Twitter, Mastodon and Bluesky so feel free to show me your work there!
| Status | In development |
| Category | Assets |
| Rating | Rated 5.0 out of 5 stars (14 total ratings) |
| Author | Mrmo Tarius |
| Tags | Experimental, oil, Painting, tiles, Tileset, watercolor |
| Content | No generative AI was used |
Purchase
In order to download this asset pack you must purchase it at or above the minimum price of $10 USD. You will get access to the following files:
Download demo
Development log
- *Update* Isometric Paint Tiles!Jan 31, 2024
- *Update* Animated Paint Tiles!Jan 18, 2024
- Update* More tiles added!Dec 25, 2023
- *Update* More tiles added!Dec 20, 2023
- *Update* More tiles added!Dec 15, 2023
- *Update* Demo tileset added!Dec 08, 2023
- Paint Tiles WIP version out now!Dec 07, 2023
























Comments
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Thank you for this!
I am thinking about making my own paint tileset using a different set of colors. (And likely particular and likely unique brush types.)
Maybe a different tile size? unsure?
Still wanted to check in since the idea was derivative even if I don't plan to modify any of the actual assets/tiles you made.
I have also been considering using paint tiles like this as 3d textures maybe? using something like Crocotile3d?
Go for it! I would like to see the results!
Ok, thanks! I think I am going to try using the Apollo palette to start, slightly larger than DB32, Using my drawing tablet.
(46 vs. 32 colors.) but it's well put together too, and has a good range of hues.
I have debated maybe experimenting with a more 'painterly' approach to palette though for something like this.
Going down to a really small set of colors which correspond to particular paint types. but allowing mixing between them. (Which I guess technically gives a much wider set of colors even if the range is somewhat constrained?)
As practically it would take some sort of custom paint mixing, and then trying to visually match to the palette colors to actually match a hexcode based palette with physical paints.
If I wasn't trying to be as colorful. I have worked with the zorn palette before. But it likely would have a pretty different effect.
If I wanted a stronger blue I could do maybe the Reily Palette.
(or maybe go for a palette with no black that uses blue-red mixes for near blacks?)
Although, for effective usage as tiles I might end up just having to effectively build my own broader palette out of a small number of source colors anyways. (to get the actual digital form?)
And the question of how many in-between mixes I use is significant.
In my digital experimentation, one thing I have noticed makes things pop more is to use two similar or adjacent colors. putting one below the other and leaving some textural holes in the top one to imply some degree of shading. not sure how well that would work with 32 colors. But to an extent batching colors like that might allow me to reduce the total number of tiles and get a bit more depth to an extent. it does basically reduce each color into 3 lightness levels though.
It does noticeably have some cases where a color fulfills a role across multiple ramps to be more efficient.
It only really makes since for larger block colors, any line work is going to want most of them. Or at least all the very light and dark colors.
Dawnbringer 32 is pretty brown and yellow heavy. most colors have 4-7 slots. (A few if counted sparingly are only like 3.)
and like 9-10 browns. depending on how you count. (you could throw some on a seperate yellow ramp though.)
As if I actually painted them out on canvas(Or more likely tiny wood panels. As they tend to be thinner? Probably would go for something like 12x12 inches or maybe 6x6 inches.(for the actual tiles but maybe do like 4 per panel? which might go as small as 3x3?)) doing 4 per panel might make digitization and being cohesive easier, But would make them less useful as actual physical tools?
I guess I could get one of those cheap packs of 3 in or 1 inch canvases. But I suspect it would be hard to do much other than a solid block or really thin line work that small.
Not sure if I will or not. (Might have a cool element where I could assemble them somehow to make bigger works temporarily.)
Only issue is that I wouldn't really be able to apply the layers unless I baked them into a tile?
Unless maybe there is a medium/ground which is both durable and allows some degree of transparency? Would need a mounting setup probably then?
Like some forms of paper are transparent? I could also cut out a form? Maybe using something like cardboard or similar. If I wanted to apply a curved line as a separate piece?
But how to effectively mount it without damaging the underlying tile and being removable would be important?
I guess maybe I could make the paint extra thick, and throw some sort of protective thing on it and stack vertically?
So rather than hanging you place it on a small table and stack the other pieces? (Would probably guarantee some damage though?)
Maybe I could use foam on the back of the pieces to give them more thickness and potentially reduce the damage they might do?
Oh, maybe if I wanted to get fancy I could use magnets?
Lot's of possibilities, want to start with something simpler though.
I am currently working with a digital painting program for convenience, but maybe I could pull out my actual oil paints I have? so long as I could figure out how to effectively digitize them without having the filesize explode.
I am sort of curious how you decided which tile size to go with.
Another idea I have considered is applying the same basic pattern at multiple resolutions, to allow fitting characters composed of multiple squares into a larger whole.
(perhaps 200x200 vs. 100x100.) Although, from some of my experiments, some of the simpler larger blocks still look pretty good at 50x50. A lot of the patterns stop feeling painterly there unless the fill an entire square. (Even like a right triangle with short sides at 50 sort of is a bit too small for a lot of them to work.)
Part of that is most of the painterly brushes I found only really have texture if at least 20-25 pixels in size, which makes sense.
So practically, using a larger one as a base and just going bigger makes sense
But at 1080p 100 pixel tiles are already around 1/10th the screen.
Although, if they have 4k? then a similar ratio could be retained. with 200x200 tiles.
1/7-8 is probably the lowest I would want for gameplay purposes assuming no 'tall walls' or platformer like levels.
1080/8 gives about a maximum of 135 pixels.
I guess I could try looking at 67 or 68 pixels as a base? Which would let me double to about that size? Maybe the extra 18 pixels would be enough to make patterns feel nice.
(Or could make it 64 if I wanted to be a nice multiple of common pixel art sizes.) But 14 extra pixels might not be enough? (I guess I might be able to fit 3 thicker textured lines. so presumably less textured hatching patterns would still work. If each is a about 20, Maybe I could fit 5 thinner lines with a good looking spacing and variation?
I sort of realized why you probably but 20 pixels of bleed. as that let's you draw lines along tile edges which display over the edge of both tiles if they are spaced 100 appart, so have that much overlap.
I know I kind of wrote a lot, sorry if it's too much. just excited.
I would usually do that directly in engine. Most rogueliky engines are specifically designed to do glyph based recoloring. That generally assumes just a foreground and background color but can be workable with more than that, or forms of gradient based color sets.
Remapping 2-bit gameboy style assets to other colors is fairly easy.
And I have done that too.
Maybe the white or neutral color based approach would be better if it works well. As then you could possibly try tinting it? (Although in my experience tint based color swaps tend to look a lot worse than an indexing based approach.)
Although tinting a gradient/greyscale piece can work fairly well.
You can swap colors using indexing decently easy. (Or if you want to get fancy you can use something like a posturize filter.)
Just make sure there's enough texture variety, otherwise the same tile types can start looking same-y :)
that makes sense.
This is such a cool idea.
If you can remap colors, then to an extent the programming logic, and art time can be spent making a larger variety of textures, rather than say repainting the same shape in a bunch of different tones.
Part of me wonders how feasible it would be to use something like this in a procedurally generated level. Or if it would basically mandate hand-done ones?
Regardless the tile placement really would need to work in at least 3-5 layers. Unless you want it to explode outwards in terms of predifined files. As most spaces are going to have at least 2 blocks of colors. and then possibly a line and a pattern on top. (Or multiple.)
And if you want things to feel connected then you need to have that encoded somewhere. Almost seems like it's full potential might require something like waveform collapse
Hi Mrmo, if I build a dedicated editor that makes it easier to create with these assets, does that count as redistributing them? (Users can not download original assets. They can only download their work)
It unfortunately does, and I'm really not sure how to deal with these as I've had similar propositions for my other tilesets before. Maybe make it so that it requires the assets to be placed somewhere manually?
Thanks for reply! In this case, I guess the solution should be to separate the tools and resources. Users can either purchase your resources to import or create their own resources.
I am using this tileset in a commercial game and plan to ship a level editor, but allowing for full customization of the level background would be redistribution as you've defined. Having the user import a resource wouldn't quite work either, as the game relies on a modified version of the tileset.
Any ideas on how I can approach this? Worst case scenario I can just remove background customization from the editor, but I would definitely prefer to allow it somehow. I would be willing to explore licensing options, e.g. giving you a cut of sales or paying up front.
Excellent idea!
GOD! IT'S SOOOOOO COOOL!!!! I FREAKING LOVE IT!
I was inspired by the minesweeper mock up. I made the game! https://justiceleeg.itch.io/paintsweeper
This is GREAT :D
Thank you very much for this pack! Such an incredible block-out / sketching tool. It's not for every style, but in its own niche it's _amazing_.
If you don't mind a request -- a higher-resolution version would be very much appreciated for high-definition printing (like "I want to upscale my pixelart into an artsy metal print" high-definition). If not, this spriteset is already beyond great: thank you for taking the time to develop it! =)
Hello! I'm glad you found this tileset useful! I'll look into some options for making a higher-res version, it should be possible for me to export the tiles in at least 2x resolution but I need to go check if the quality would be good enough :)
Wow this is really cool!
Thank you very much! :D
This is an intriguing idea. I love how they look and I love that they were handpainted
The cool thing about this is you can make visual art of any kind and it has a unique and appealing look
These are extremely cool, love how versatile they are
I'm a huge fan of your tilesets and this was an instant buy for me, but I've never used tiled or tilesets in general before. Do you think you could make a quick tutorial/recording of you setting up these tiles in tiled? It'd be a huge help :_
Hey, thanks a bunch for your support! I'll try making some sort of tutorial in the near future :)
Thank you, I appreciate it! After poking around some more, I realized you've included a blank canvas where we can paint, which is already extremely useful. But if you ever have the time and energy for a tutorial/breakdown of this file that'd be super kind of you. Thanks again for your work!
A video showcasing the creation of a simple scene with Paint Tiles using the Tiled editor should now be up on the project page, check it out!
You're amazing, thank you so much!!
You are truly amazing for making this 👑, thanks for the updates 💛
Thank you very much! More updates incoming :D
wow, looks great
This is one of the best tile set’s I’ve every seen!
And this is why I love modular tiles, the amount of combinations & creativity is practically endless. This is awesome 👏
I'm intrigued by these, they're very different to pixel art but there's something about them that appeals to me.
Your terms say they can't be used for AI but does that include generative art? If I were to write all the code that places the tiles then I assume that would be ok?
That would be absolutely fine!
If generative image AI is what you mean to specifically prohibit, it might be worth just saying that in the license text. "Artificial intelligence or machine learning projects" could be interpreted pretty broadly, especially by anyone that doesn't know anything about those topics, or who hasn't been keeping up with AI art news.
Of course, I get it if you just want to head off as many potential future problems as possible.
(Also, is there a reason you haven't updated the license text in your older projects to say anything about generative AI?)
I indeed want to head off potential future problems, given the breakneck pace the entire AI "art" situation has been developing.
I don't know how good it would be or how much sense it would make to update the licenses for my older projects after a couple of years they've been here on Itch, and even then I don't have the means or methods to enforce these licenses- I'm just one person and I'd rather focus on creating more interesting stuff than spend what limited time and resources I have dealing with that.
Using tinted layers, one could get a lot of mileage out of just a white version of these tiles, with all the texture variants - users could set their own colours to their taste, even if the resulting colours wouldn't be quite as dynamic (less hue variation). Is a set of tintable tiles something you might provide eventually?
That's a neat idea! Do you have a recommendation for a tileset editor that supports per-tile tinting?
I'm currently concentrating on painting more tiles to cover more shape variations, but after that, I could try and make a single-color tileset for this purpose.
Tiled has per-layer tinting, which could be used just as effectively. I'm not familiar with other generic editors. Tinting a quad is one of the easiest things to do, so I suspect the reason per-tile tinting isn't common is because it'd require annoying GUI work, and isn't commonly needed.
Another approach could be to make hue, saturation and brightness changes via a shader in your prefered Game Engine or manually in Photoshop via the HSL layer.
eg. https://www.reddit.com/r/godot/comments/tyji8r/seeking_an_hue_shift_shader_with_...
Beautiful and very much inspiring! Will buy them for my next project
amazing job I surely will buy them
Looks great! I wonder what normal maps would do with some dynamic lighting.
Looks stunning.