A free sample from my Oakheart Interiors pack: 27 tiles at 16x16 — the full nine-piece red carpet, wood and stone floor, a six-piece wood wall run with both end caps, a door, a window, bed, table, chair, bookshelf, chest, barrel, plant and a sconce. 1x and 2x.
The Godot part is godot_project/: a .tres TileSet at 16 and 32 px with the carpet wired as a terrain, so you drag a shape with the terrain brush — or call set_cells_terrain_connect() — and Godot picks the corners and edges itself. The screenshot is the sample’s own tileset painting that L-shape in one call.
Worth flagging if you are wiring terrains yourself: a wrong peering bit does not raise an error. If the nine pieces carry identical bits the file still parses, Godot resolves every cell to the centre tile, and you get a carpet with no edges — which reads as a plain rectangle rather than as a bug. So the build gate here paints a 3x3 block through set_cells_terrain_connect() and asserts Godot hands back nine different atlas coords. Validating the .tres cannot catch that, because the file is well-formed either way.
Unity .meta files are in there too. Commercial use, no attribution required. The art is AI-assisted and that is disclosed on the page.
