Make a tile seamless, or check whether it already is. Drop a texture, see it repeated and offset so the seams show, then blend, mirror or patch them away without losing a single palette colour.
Any square or rectangular texture up to 512 px a side: grass, stone, water, brick, fabric. It appears repeated 3 × 3 straight away.
TILED shows the repeat. OFFSET shifts the tile by half so all four edges meet in the middle, where a seam is impossible to miss. Hold ORIGINAL to compare.
Blend, mirror or patch, watch the seam go, then download the tile. The tiled preview downloads too if you want a quick reference sheet.
A seam is the place where the right edge of a tile does not agree with its left edge, or the bottom with the top. Every fix here changes only the pixels near those edges, and every changed pixel is snapped back to a colour that was already in the tile, so a 16-colour tile stays a 16-colour tile.
Blend edges crossfades a short band at each border toward the matching band on the far side. It is quick and invisible on soft, even materials. Offset and stamp treats the seam as a line to be painted over: the tile is shifted so the seam runs through the middle, square patches copied from elsewhere in the same tile cover it, then everything shifts back. Structured textures survive this better than a blend, and the seed lets you reroll until the patches land somewhere convincing. Mirror sidesteps the problem by making the tile symmetric, at the cost of doubling the size and a kaleidoscope look. For textures that never had a chance, such as bricks that stop mid-brick, no edge fix will do; Tileset in SpriteLab generates a fresh autotile set with Godot and Tiled exports. Subscription required.
Yes. Everything runs in your browser. No upload, no account, no limit. Tiles are capped at 512 by 512 pixels so the live preview stays quick.
It shifts the tile by half its width and half its height with wrap-around, so the four edges meet in the middle of the image. Any seam that was hiding at the border becomes a cross through the centre, which is the quickest way to spot it and to judge whether a fix worked.
Blend edges for soft, noisy materials like grass, sand, water and stone, where a short crossfade at the border is invisible. Wrap offset and stamp when the seam is a hard line that blending only smears: patches of real texture cover it. Mirror when you need a guaranteed result and do not mind the tile doubling in size and gaining a symmetric look.
Blending and patching produce in-between colours, which would give a pixel art tile a smudged band where the fix happened. After each fix, every changed pixel is snapped back to the nearest colour already in the tile, so the palette stays exactly what it was and the result stays crisp.
Up to a point. Even textures with no strong structure fix well. Bricks, planks and anything with lines that must continue across the edge will still show a broken pattern, because no edge fix can move the bricks. For those, generate a tile that was made to wrap in the first place.
Generate tileable noise as a base for rock, cloud and water textures.
Snap a busy texture to a small palette before you tile it.
Turn the finished tile into a normal map for lit 2D scenes.
Open SpriteLab to keep building with your sprites.