Seamless Isometric Terrain (Hay Day-style) — Skill
What this skill does
This skill produces isometric ground tiles that snap together into a clean map
with no seams, no gaps, and no color chaos — the look of mobile farm games like
Hay Day. It targets ComfyUI on an RTX 3060 12GB / 32GB RAM but the recipe works
on any SDXL-capable GPU.
The single most important idea: a map looks seamless when every tile shares the
exact same diamond shape and thickness. Get the shape consistent first (fixed seed),
then vary only the surface texture. Everything in this skill enforces that rule.
Goal: tiles that connect into a continuous map. This is a reference render — production tiles are generated one-by-one in ComfyUI and assembled by the game engine.
When to use this skill
- The user wants to make terrain / ground tiles for an isometric game or map.
- Tiles don't line up: visible edges, seams, gaps, or mismatched sizes/angles.
- Tiles have mixed/irregular colors, stray grass rims, or random props.
- The user needs the ComfyUI workflow, prompts, settings, or transparent-PNG export for tiles.
- The user asks to extend a tile set (seasons, new materials like sand/stone/snow).
How to use this skill (workflow at a glance)
- Read the overview →
references/01-overview.md (concepts + the golden rule).
- Set up ComfyUI with the proven recipe →
references/02-production-guide.md.
- Copy the prompts (positive/negative + per-tile table) →
references/03-prompts.md.
- Follow the rules + the avoid-list →
references/04-rules.md.
- If a tile is wrong, diagnose it →
references/05-troubleshooting.md.
- Build the full set / extend it →
references/06-tileset-spec.md.
When running the workflow programmatically, see scripts/ for the ComfyUI graph
builder and the rembg (transparent background) node plan.
The golden rule (never break this)
Fix the seed. Keep the prompt short. Same shape for every tile.
Seam problems are almost never a texture problem — they are a shape consistency
problem. Use one FIXED seed for the whole set so every tile is the same diamond,
then only swap the short surface phrase per material.
One tile, done right: 2:1 diamond, full surface, thick solid soil base, clean background.
Quick reference card
| Setting |
Value |
| Checkpoint |
juggernautXL_ragnarokBy |
| LoRA 1 |
isometric_tilemap_xl @ 0.75 |
| LoRA 2 |
white_background_sdxl @ 0.7 |
| Sampler / Scheduler |
DPM++ 2M / Karras |
| Steps / CFG |
30 / 6.5 |
| Seed |
FIXED (identical for every tile in the set) |
| Resolution |
1024 × 1024, batch 1 |
| VAE |
sdxl_vae |
| Export |
rembg / SAM → transparent PNG |
Positive template:
single isometric full [SURFACE] block tile, 2:1 isometric view,
thick solid [COLOR] soil base underneath, soft painterly shading,
simple clean composition, isolated on plain flat background,
game asset, high quality
Never put these in the prompt (top 3 causes of failure):
thin grassy rim / green grass along the edges
Hay Day mobile farm game art style, cute hand-painted cartoon
- Long, wordy surface descriptions
See references/04-rules.md for the full avoid-list and references/05-troubleshooting.md for fixes.
Verification
The tile set is done only when every box is checked:
1---2name: seamless-isometric-terrain3description: Generate seamless, tileable isometric terrain tiles (Hay Day / farm-game style) with ComfyUI on consumer GPUs (RTX 3060 12GB). Use this skill whenever the user wants to create ground tiles (grass, dirt, water, road, plowed field, sand, stone, snow), build a tilemap that connects without seams or gaps, fix tiles that have visible edges/mismatched shapes/mixed colors, or set up the proven "Resep D" isometric tile workflow, prompts, and post-processing (transparent PNG via rembg/SAM).4license: MIT5---67# Seamless Isometric Terrain (Hay Day-style) — Skill89## What this skill does1011This skill produces **isometric ground tiles** that snap together into a clean map12with **no seams, no gaps, and no color chaos** — the look of mobile farm games like13Hay Day. It targets **ComfyUI on an RTX 3060 12GB / 32GB RAM** but the recipe works14on any SDXL-capable GPU.1516The single most important idea: **a map looks seamless when every tile shares the17exact same diamond shape and thickness.** Get the shape consistent first (fixed seed),18then vary only the surface texture. Everything in this skill enforces that rule.192021*Goal: tiles that connect into a continuous map. This is a reference render — production tiles are generated one-by-one in ComfyUI and assembled by the game engine.*2223## When to use this skill2425- The user wants to make terrain / ground tiles for an isometric game or map.26- Tiles don't line up: visible **edges, seams, gaps**, or **mismatched sizes/angles**.27- Tiles have **mixed/irregular colors**, stray grass rims, or random props.28- The user needs the **ComfyUI workflow, prompts, settings, or transparent-PNG export** for tiles.29- The user asks to extend a tile set (seasons, new materials like sand/stone/snow).3031## How to use this skill (workflow at a glance)32331. **Read the overview** → `references/01-overview.md` (concepts + the golden rule).342. **Set up ComfyUI** with the proven recipe → `references/02-production-guide.md`.353. **Copy the prompts** (positive/negative + per-tile table) → `references/03-prompts.md`.364. **Follow the rules + the avoid-list** → `references/04-rules.md`.375. **If a tile is wrong**, diagnose it → `references/05-troubleshooting.md`.386. **Build the full set / extend it** → `references/06-tileset-spec.md`.3940When running the workflow programmatically, see `scripts/` for the ComfyUI graph41builder and the rembg (transparent background) node plan.4243## The golden rule (never break this)4445> **Fix the seed. Keep the prompt short. Same shape for every tile.**46>47> Seam problems are almost never a texture problem — they are a **shape consistency**48> problem. Use one **FIXED seed** for the whole set so every tile is the same diamond,49> then only swap the short surface phrase per material.505152*One tile, done right: 2:1 diamond, full surface, thick solid soil base, clean background.*5354## Quick reference card5556| Setting | Value |57|---|---|58| Checkpoint | `juggernautXL_ragnarokBy` |59| LoRA 1 | `isometric_tilemap_xl` @ 0.75 |60| LoRA 2 | `white_background_sdxl` @ 0.7 |61| Sampler / Scheduler | DPM++ 2M / Karras |62| Steps / CFG | 30 / 6.5 |63| Seed | **FIXED** (identical for every tile in the set) |64| Resolution | 1024 × 1024, batch 1 |65| VAE | `sdxl_vae` |66| Export | rembg / SAM → transparent PNG |6768**Positive template:**69```70single isometric full [SURFACE] block tile, 2:1 isometric view,71thick solid [COLOR] soil base underneath, soft painterly shading,72simple clean composition, isolated on plain flat background,73game asset, high quality74```7576**Never put these in the prompt** (top 3 causes of failure):771. `thin grassy rim` / `green grass along the edges`782. `Hay Day mobile farm game art style, cute hand-painted cartoon`793. Long, wordy surface descriptions8081See `references/04-rules.md` for the full avoid-list and `references/05-troubleshooting.md` for fixes.8283## Verification8485The tile set is done only when **every** box is checked:8687- [ ] Each tile fills its full 2:1 isometric footprint — no thin grassy rim or stray edge.88- [ ] Placed in a grid, tiles connect with **no visible seam, gap, or color mismatch**.89- [ ] The seed was **fixed** across the whole set, so colors/lighting match.90- [ ] No stray props, buildings, or extra objects baked into a ground tile.91- [ ] Background removed to clean transparent alpha (no halo/fringe).92- [ ] The prompt did **not** contain any of the 3 banned phrases above.93- [ ] 3+ terrain types generated and verified together in one test map.