Prototype Textures
Tileable placeholder textures for scene layout and UV debugging.
Available in PNG (ready to use) and SVG (vector source) variants, in six colour themes.
Reference path: textures://prototypes/PNG/{Theme}/texture_XX.png
Colour themes
| Folder | Description |
|---|---|
Dark | Dark background, light markings |
Light | Light background, dark markings |
Green | Green tint |
Orange | Orange tint |
Purple | Purple tint |
Red | Red tint |
Texture catalogue
Each colour theme contains 13 textures (texture_01.png — texture_13.png).
| # | Preview name | Description |
|---|---|---|
| 01 | Wall | Standard wall tile with a bold label |
| 02 | Grid | Clean grid — like the wall tile but without the text label |
| 03 | Light grid | Lighter-weight grid lines |
| 04 | Coarse grid | Large-cell grid |
| 05 | Diagonal grid | Grid with prominent diagonal cross-hatching |
| 06 | Soft diagonal grid | Four-square grid with subtle diagonals; grid lines are the visual focus |
| 07 | Marker grid | Low-visibility grid with four highlighted marker squares per tile |
| 08 | Checkers (dense) | Fine checkerboard — for transparency / alpha masking |
| 09 | Checkers (coarse) | Large checkerboard — for transparency / alpha masking |
| 10 | Contrast grid | Like 07, but the four sub-squares each have a distinct contrast level |
| 11 | Stairs | Staircase surface tile |
| 12 | Door | Door surface tile |
| 13 | Window | Window surface tile |
Usage example
In a model descriptor, reference a prototype texture like this:
]
The path is relative to the textures/ resource root — no textures:// prefix inside a descriptor.
File layout
textures/prototypes/
license.md
prototypes.md
PNG/
Dark/ texture_01.png … texture_13.png
Green/ texture_01.png … texture_13.png
Light/ texture_01.png … texture_13.png
Orange/ texture_01.png … texture_13.png
Purple/ texture_01.png … texture_13.png
Red/ texture_01.png … texture_13.png
Vector/
texture_01.svg … texture_13.svg (original vector sources)
Grid layout
Each texture tile covers 1 × 1 metres (when uv_scale = 1.0).
The tile is divided into a 2 × 2 grid of large quadrants, and each quadrant is further divided into a 4 × 4 grid of small cells — giving 8 × 8 = 64 cells per tile.
┌────┬────┐ Each large quadrant = 0.5 × 0.5 m
│4×4 │4×4 │ Each small cell = 0.125 × 0.125 m
├────┼────┤
│4×4 │4×4 │
└────┴────┘
Stair texture (texture_11)
The stair pattern aligns with the grid: 8 steps per metre (4 small cells × 2 quadrants, vertically).
A cube face that is 0.5 m tall will show 4 stair steps; a 1.0 m face shows 8 steps.