@sprite-foundry/pirate-raiders-3d-2
v1.0.0
Published
Pirate Raiders 3D-2 | 26 fantasy pirate-crew archetypes x 8 directions | next-gen true-3D pre-rendered 2.5D sprite pack (768px, raw render, pre-lit, transparent, perfect cross-angle consistency)
Maintainers
Readme
Pirate Raiders 3D-2
26 fantasy-pirate raiders, pre-rendered from true 3D meshes — 8 directions, perfect all-angle consistency, next-generation pipeline. This is the second generation of the pirate-raiders-3d line: every raider is meshed once, then one texture is baked onto that mesh from the reference art (not regenerated per angle), so a held cutlass, a coiled rope, a minotaur's horns, and a turtle's shell are the exact same object in every direction, pixel-for-pixel consistent — no per-view drift, no re-imagined detail, no "which angle was this generated from" guessing. A multi-species free-port raider crew: a human captain commanding orcs, ogres, a sea-troll, goblins, dwarves, and a deep roster of rarer folk — lizardfolk, sahuagin, gnoll, dragonborn, minotaur, tortle, ratfolk, kenku, half-giant, and grung. 16 species — 7 human, 19 non-human.
What changed from pirate-raiders-3d
The original pack finished each angle with an independent image-generation pass per direction — a proven approach for adding painterly finish, but one where fine details (a hat's exact shape, a beard's color, a small prop) could drift slightly from angle to angle, since each of the 8 views was its own generation. This pack closes that gap architecturally: instead of regenerating appearance per view, one texture is baked directly onto the 3D mesh from the character's reference art, and all 8 camera angles are then just different views of that one textured object. There is no per-angle regeneration step left to drift. This is the same fix the wider 3D/graphics field converged on for exactly this problem (shared texture-baking over independent per-view diffusion) — see How it's made below.
The tradeoff, for now: this generation ships the raw 3D render look only — no painterly finish pass yet. If you want the hand-painted house-style finish, pirate-raiders-3d (the original pack) still ships that look; this pack is the sharper, more consistent 3D-native look, and a painterly pass over these new bases is a natural next step, not a promise made here.
The full crew, turnaround by turnaround
Every raider below is the same 3D mesh, shown from 8 fixed camera angles (front, front-right, right, back-right, back, back-left, left, front-left). Nothing here was regenerated per angle — this is one object, rotated.
Captain

Navigator

Sea-Witch

Sawbones

Swashbuckler

Smuggler

Cabin Kid

First Mate

Harpooner

Bosun

Berserker

Breaker

Marksman

Bombardier

Quartermaster

Cannoneer

Diver

Tide-Cultist

Reaver

Marine

Juggernaut

Cook

Rigger

Stormcaller

Brig-Keeper

Poisoner

What's Included
26 crew archetypes across 16 species, each with 8 directional views at 768×768, foot-anchored (pivot [0.5, 1.0]), on transparent alpha:
| Variant | Species | Role | Identity cue | |---------|---------|------|--------------| | Captain | human | fleet commander | Sea-coat, tricorn hat, wide buckled belt | | Navigator | human | charts & helm | Bandana, astrolabe, rolled sea-chart | | Sea-Witch | human | sea-magic caster | Sea-green robes, shells, coral staff | | Sawbones | human | ship surgeon | Blood-stained apron, surgical saw | | Swashbuckler | human | duelist | Open shirt, sash, feathered hat, rapier | | Smuggler | human | fence / contraband | Hooded coat, many pockets, sash | | Cabin Kid | human | deckhand | Oversized coat, flat cap, sash | | First Mate | orc | enforcer | Tusks, officer's sea-coat | | Harpooner | orc | ranged hunter | Tusks, bare arms, barbed harpoon | | Bosun | ogre | deck discipline | Huge, harness straps, belaying maul | | Berserker | ogre | boarding bruiser | Bare scarred chest, anchor-hook | | Breaker | sea-troll | siege brute | Warty grey-green hide, anchor-club | | Marksman | goblin | crossbow sniper | Green skin, brass eyepiece, crossbow | | Bombardier | goblin | sea-bombs | Goggles, lit sea-bomb, explosive satchel | | Quartermaster | dwarf | supplies & coin | Braided beard, ledger, hand-cannon | | Cannoneer | dwarf | deck guns | Braided beard, apron, deck-cannon | | Diver | lizardfolk | pearl-hunter | Scaled crest, tail, empty clawed hands | | Tide-Cultist | sahuagin | kraken priest | Fins, scales, barnacled robes, idol-staff | | Reaver | gnoll | frenzied boarder | Hyena head, mane, twin curved knives | | Marine | dragonborn | armored boarder | Scaled, horned, naval armor, pike + shield | | Juggernaut | minotaur | anchor tank | Bull head, horns, ship's anchor | | Cook | tortle | galley & cleaver | Turtle shell, beak, apron | | Rigger | ratfolk | topman / ropes | Rat head, whiskers, long tail, spyglass | | Stormcaller | kenku | storm-magic | Crow/beaked mask, feathers, staff | | Brig-Keeper | half-giant | jailer | Towering, leather vest, keys + chain | | Poisoner | grung | dart & toxin | Bright frog-folk, blowgun at the mouth |
Each raider ships a manifest.json (schema_version 2.0.0) with a per-file SHA-256, the pivot, and per-engine notes.
Install
npm install @sprite-foundry/pirate-raiders-3d-2Folder Structure
assets/
captain/
render/ 8 directional PNGs (front, front_left, left, back_left, back, back_right, right, front_right)
manifest.json
...25 moreThe turnaround showcase images above are hosted in the brand asset registry at full resolution — they aren't shipped in the npm package itself, which only carries the game-ready sprite assets.
Engine Compatibility
Plain transparent PNG + JSON — load them anywhere. Because the art is pre-lit, use an unshaded / unlit material; do not add a normal map.
- Godot 4 —
renderon aSprite2D, or as a billboardedSprite3Dwith an unshadedStandardMaterial3D; depth-sort by the pivot. Swap the directional frame from your facing angle. - Unity (2D / URP) — a Sprite-Unlit material with
_BaseMap= the render frame; flip frames per facing. - Phaser / PixiJS / custom — drop the PNG in as a sprite frame.
manifest.json carries the per-engine notes in engineNotes. No engine-specific format, no runtime dependency.
The -3d line vs -3d-2 vs -hd vs 48
Four parallel tiers of the same fantasy raider crew, same 26 archetypes, different production and contract:
pirate-raiders-48— retro 48px pixel art, for a pixel game.pirate-raiders-hd— high-fidelity 2.5D, de-lit (albedo + normal + mask + depth), for engines that light the sprite at runtime.pirate-raiders-3d— true-3D pre-rendered, pre-lit, two finished looks (painterly + raw render).pirate-raiders-3d-2(this pack) — next-gen true-3D pre-rendered, pre-lit, single sharper/more-consistent raw-render look (single-texture-bake, zero per-angle drift).
Pick -hd if you want to control the lighting yourself; pick -3d if you want both a painterly and a raw look; pick -3d-2 if cross-angle consistency is the priority and you're fine with the raw-render look for now.
Specs
- Variants: 26 crew archetypes across 16 species (7 human / 19 non-human)
- Tile size: 768 × 768 px
- Directions: 8 (
front, front_left, left, back_left, back, back_right, right, front_right) - Look: raw 3D render (pre-lit, transparent)
- Total sprites: 208 (26 × 8)
- 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 raider starts as a fresh high-fidelity concept in a house-trained painterly style (Qwen-Image, Apache-2.0). That concept is lifted into a textured 3D mesh by TRELLIS.2 (MIT). Where earlier passes needed a touch-up, the mesh's shape-conditioned texture generation (also TRELLIS.2, MIT) re-bakes a single, clean texture directly onto the mesh from the reference art — one bake, not eight independent ones. The mesh is then rendered from 8 fixed camera angles in Blender (Cycles / OptiX, transparent alpha, OpenImageDenoise). Because every angle is a camera view of the same textured object, held props, fine color, and small details can't drift between views — there's no independent per-angle generation step left where drift could enter. This mirrors the fix the broader 3D-generation research field converged on for the same problem (independent per-view diffusion sampling breaking consistency across views — sometimes called the "Janus problem"): the reliable answer is a shared or single-pass texture, not per-view regeneration. No 3D geometry ships; you get pre-rendered 2.5D sprites. Every component is MIT / Apache-2.0; the assets are yours to ship in commercial and non-commercial projects.
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 3D pre-render pipeline (Qwen-Image + TRELLIS.2 mesh + TRELLIS.2 texture-bake + Blender).
