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@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)

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

Captain turnaround

Navigator

Navigator turnaround

Sea-Witch

Sea-Witch turnaround

Sawbones

Sawbones turnaround

Swashbuckler

Swashbuckler turnaround

Smuggler

Smuggler turnaround

Cabin Kid

Cabin Kid turnaround

First Mate

First Mate turnaround

Harpooner

Harpooner turnaround

Bosun

Bosun turnaround

Berserker

Berserker turnaround

Breaker

Breaker turnaround

Marksman

Marksman turnaround

Bombardier

Bombardier turnaround

Quartermaster

Quartermaster turnaround

Cannoneer

Cannoneer turnaround

Diver

Diver turnaround

Tide-Cultist

Tide-Cultist turnaround

Reaver

Reaver turnaround

Marine

Marine turnaround

Juggernaut

Juggernaut turnaround

Cook

Cook turnaround

Rigger

Rigger turnaround

Stormcaller

Stormcaller turnaround

Brig-Keeper

Brig-Keeper turnaround

Poisoner

Poisoner turnaround

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-2

Folder Structure

assets/
  captain/
    render/      8 directional PNGs (front, front_left, left, back_left, back, back_right, right, front_right)
    manifest.json
  ...25 more

The 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 4render on a Sprite2D, or as a billboarded Sprite3D with an unshaded StandardMaterial3D; 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).