Grass, stone, sand and water, each at 16 px and 32 px. Every .tres in here is already a working terrain: terrain set configured, peering bits set on all 47 tiles, a collision polygon on every tile. You do not install anything to use these — you drop two files into a folder and paint.
One zip, 154 KB, 18 files, MIT. No email, no account, nothing to sign up for. MIT means commercial games are fine and no credit is required — art and .tres alike.
Byte-identical to the copy in the Blobsmith Autotile Wirer repo — this one is just closer. SHA-256 ff92d334…4a6b5c — the same checksum published with the GitHub release, which is where the download on the Blobsmith store pages points.
Eight sheets, 47 tiles each, 8 columns, ascending canonical-mask order. The 16 px ones are 128×96 and the 32 px ones 256×192; both are shown here at the same width, so the 16 px ones are magnified 2×.
Grass
Stone
Sand
Water
Grass
Stone
Sand
WaterThe four terrains carry different names on purpose: the Terrains palette shows the terrain name, so eight of these open in one project stay tellable apart. The 48th cell of each sheet is empty — 47 tiles do not divide by 8.
.png and the .tres — into your project, any folder. They have to land in the same folder: the .tres points at the PNG by bare filename, on purpose, so the pair works wherever you put it..import file from anywhere — Godot writes its own.TileMapLayer, set its TileSet to the .tres, open the TileMap panel → Terrains tab, pick Connect mode, and paint.No plugin needed for this pack. Godot 4.3 or newer — TileMapLayer does not exist in 4.2, so step 3 has nothing to paint on there.
.tres[ext_resource type="Texture2D" path="grass_47blob_16px.png" id="1_bsmith"]
...
1:0/0/terrain_set = 0
1:0/0/terrain = 0
1:0/0/terrains_peering_bit/top_side = 0
1:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
These files are not "should work". Each of the eight was loaded headless in a real Godot build, painted onto a real TileMapLayer with set_cells_terrain_connect, and read back — 13 checks per tileset, 104 in total. Run on three stable builds on 23 August 2026:
| Godot | starter pack |
|---|---|
| 4.3.stable | 104 pass / 0 fail |
| 4.4.stable | 104 pass / 0 fail |
| 4.7.stable | 104 pass / 0 fail |
Per tileset: the .tres loads with the relative texture path, the atlas source and texture resolve, the sheet is the expected size, 47 tiles are present, tile size is right, terrain mode is Match Corners and Sides, the terrain carries its name, the physics layer exists, 47/47 tiles have a collision polygon, a 20-cell terrain paint fills every cell, and the interior cell reports all 8 peering neighbours. The gate iterates manifest.json inside the pack, so a ninth tileset added to the folder cannot skip the engine.
This is procedural placeholder art, not a hand-drawn asset pack. It is for prototyping, for learning how Godot 4 terrains behave, and — the reason it exists — as a sheet you know is correct when your own tileset paints the wrong tile and you cannot tell your bug apart from the engine's behaviour. It will not carry the look of a finished game. Swap it for your own art when you have some.
The layout, though, is the real thing: if your own 47-tile sheet matches this one's ordering, it wires up exactly the same way.
The pack is the control sample. These pages are the measurements, each one with the scanner or the in-page tool that answers it:
tile_map_data — paste your .tscn and read the cells back.The Blobsmith Autotile Wirer addon — MIT, also on the Godot Asset Library — turns any sheet in this layout into a wired .tres from inside the editor: Project > Tools > Blobsmith Autotile Wirer…. Verified headless on Godot 4.3, 4.4 and 4.7.
Blobsmith composes the 47-tile sheet from a 6-tile base block and exports this exact .png + .tres pair — the eight files above are its output, not a lookalike built by a side script. Draw the block in your browser for free: Blobsmith Lite · full version with the Godot and Tiled exports: Blobsmith on itch.io.