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@sprite-foundry/goblin-warband-hd

v1.0.0

Published

Goblin Warband HD | 16 goblin archetypes × 8 directions × 4 layers | high-fidelity 2.5D de-lit sprite pack (512px, engine-relightable)

Readme

26 high-fidelity 2.5D goblins — de-lit, engine-relightable, 8-direction. The HD companion to @sprite-foundry/goblin-warband-48: the original warband expanded to 26 (the 16 from the 48px pack plus 10 HD-exclusive archetypes), rebuilt at illustration fidelity for games that light their sprites at runtime (HD-2D / 2.5D). A full camp, not just a combat line — fighters, support, and quest-flavor NPCs.

Goblin Warband HD lineup

Why de-lit?

These sprites carry form and material; your engine supplies the light. That is the HD-2D contract (Octopath Traveler, Sea of Stars): a placed light casts real shadows, the normal map turns a flat billboard into volume, the mask's ambient-occlusion deepens the folds and its roughness lets iron catch a highlight the leather doesn't. The same goblin reads correctly at noon, at dusk, and in a torch-lit cave — from one pack.

What's Included

26 goblin archetypes, each with 8 directional views × 4 map layers at 512×512, foot-anchored (pivot [0.5, 1.0]):

| Variant | Role | Identity cue | |---------|------|--------------| | Grunt | Melee fodder | Green skin, big ears, leather scraps, jagged dagger | | Archer | Ranged skirmisher | Patched leather, short bow, quiver | | Shaman | Caster / healer | Purple robe, bone fetishes, horned totem staff | | Brute | Heavy melee tank | Bare muscled chest, tusks, massive club | | Scout | Fast flanker | Dark hooded cloak, dagger | | Bomber | AoE threat | Brass goggles, lit bomb, explosives satchel | | Warchief | Elite leader | Spiked iron armor, skull trophies, war-spear | | Wolf-Rider | Mounted unit | Wolf-pelt leathers, wolf-skull helm, spear | | Merchant | Camp trader | Patched vest, loot sack, balance scale | | Trap Maker | Ambush engineer | Coils of rope + net, stakes, wooden trap | | Tunneler | Cave specialist | Headlamp, pickaxe, grimy work leathers | | Pup | Young goblin | Oversized helmet, little wooden sword | | Cook | Camp cook | Stained apron, tall cook's hat, ladle | | Banner Bearer | War standard carrier | Ragged war-banner, war-drum | | Prisoner | Chained captive | Tattered rags, broken shackles | | Alchemist | Volatile potion brewer | Leather apron, goggles, vial bandolier | | Slinger | Ranged skirmisher | Whirling leather sling, stone pouch | | Crossbowman | Mechanical ranged | Crude repeating crossbow, bolt case | | Shieldbearer | Defensive tank | Huge scrap shield, short stabbing sword | | Duelist | Melee specialist | Twin hand-axes, scars, trophy belt | | Firebrand | Arsonist | Blazing torch, oil-flask bandolier | | Slaver | Cruel overseer | Coiled whip, ring of keys + chains | | Spore-Tender | Forager / support | Glowing-mushroom satchel, gathering hook | | Cutpurse | Thief | Stolen coin-purse, lockpicks, jeweled goblet | | Ratcatcher | Vermin handler | Rusty caged rats, hooked prod | | Elder | Warband loremaster | White hair, cracked spectacles, cane, scroll |

The four layers

| Layer | What it is | Use it for | |---|---|---| | albedo | de-lit base colour — no baked light, shadow, or AO | the sprite; your engine lights it | | normal | view-space surface normals — OpenGL-style (Y up), blue ≈ toward camera (flip green for DirectX) | real-time directional lighting | | mask | R = ambient occlusion · G = roughness · B = emissive | contact shadows, material sheen, self-glow | | depth | linear camera-distance (white = near) | parallax / tooling (not 2D lighting) |

Every layer is pixel-aligned across the 8 directions; each goblin ships a manifest.json (schema_version 2.0.0) with a per-file SHA-256, the pivot, the mask channel map, and per-engine notes.

Install

npm install @sprite-foundry/goblin-warband-hd

Folder Structure

assets/
  grunt/
    albedo/    8 directional PNGs (front, front_left, left, back_left, back, back_right, right, front_right)
    normal/    8 matching view-space normal maps
    mask/      8 matching AO/roughness/emissive masks
    depth/     8 matching depth maps
    manifest.json
  ...15 more

Engine Compatibility

Plain PNG + JSON — load them anywhere, then wire the layers into your lighting pipeline:

  • Godot 4albedo on a Sprite2D, normal via CanvasTexture.normal_texture, a PointLight2D; sample mask.g for specular, mask.r to modulate ambient.
  • Unity URP (2D)albedo_BaseMap, normal_NormalMap, mask_MaskMap (R=AO, G=roughness).
  • Phaser / PixiJS / customalbedo + normal into the 2D lighting pipeline; mask / depth are tooling-side.

manifest.json carries the per-engine notes in engineNotes. No engine-specific format, no runtime dependency.

The -hd line vs the 48 line

goblin-warband-48 (retro 48px pixel-art) and goblin-warband-hd are parallel tiers, not a breaking upgrade. The HD tier carries all 16 of the 48px warband plus 10 HD-exclusive archetypes (26 total), same direction order and foot-anchored framing — ship the 48px pack for a pixel game, ship -hd for a high-fidelity 2.5D game. Pick the tier your renderer wants.

Specs

  • Variants: 26 goblin archetypes (16 from the 48px line + 10 HD-exclusive)
  • Tile size: 512 × 512 px
  • Directions: 8
  • Layers: albedo + normal + mask (AO/roughness/emissive) + depth
  • Total sprites: 832 (26 × 8 × 4)
  • Format: transparent PNG + manifest.json (schema 2.0.0)
  • Pivot: [0.5, 1.0] (foot-anchored)

How it's made (and why it's commercial-clean)

Each goblin starts as a fresh high-fidelity concept in a house-trained painterly style (Qwen-Image, Apache-2.0). The 8 directional views are generated without a 3D meshQwen-Image-Edit-2511 (Apache-2.0) rotates the camera around the character while holding identity, so the face and detail survive every angle. Each view is then decomposed into its 2.5D layers by single-image estimators: a de-lit albedo + roughness from Marigold-IID (Apache-2.0 code, OpenRAIL weights — commercial-OK), real surface normals from Marigold-Normals, depth from Depth-Anything-V2-Base (Apache-2.0), a clean alpha matte from BiRefNet (MIT), and ambient occlusion derived from the depth — then packed to the contract above. The original goblin-warband-48 silhouette, palette, and signature prop are preserved per goblin. Identity stays in the image model — no InsightFace / InstantID / face-adapter weights (which carry non-commercial licenses) touch this pack. Every component is Apache-2.0 / MIT / commercial-OpenRAIL; the assets are yours to ship.

Security

This package contains only static PNG images and JSON metadata — no executable code, no install hooks, no network access, no telemetry. See SECURITY.md.

License

MIT — use in commercial and non-commercial projects.

Credits

Built by MCP Tool Shop with the Sprite Foundry no-mesh 2.5D pipeline (Qwen-Image + Qwen-Image-Edit + Marigold + Depth-Anything-V2).