spriteforge
Create or adapt Blender models and render consistent pixel-art characters, terrain, props, and inventory items with palette-locked sprites, animation sheets…
Skill by luan
Install
Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.
npx agentmarket install skill/luan-spriteforge
Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.
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About
Use cases: spreadsheets
Reviews
Write a reviewNo reviews yet. Installed it? Reviews come from verified installers only. How reviews work
Permissions
What this skill can do and what it asks for, from its SKILL.md and code. Checked Oct 26, 2026.
- Tools
- No tools found
- Secrets
- None asked for
- Install scripts
- None found
- Runs as
- Python package
Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/spriteforge
What's inside
- Skill name
spriteforge- Description
- Create or adapt Blender models and render consistent pixel-art characters, terrain, props, and inventory items with palette-locked sprites, animation sheets, and editable 3D sources.
- License
- MIT
- Instructions
- 43 lines in SKILL.md · view on GitHub
Before installing
- Ships executable scripts
Files (13)
- SKILL.md
- openai.yaml · agents/
- character.json · assets/
- create_demo.py · assets/
- item.json · assets/
- terrain.json · assets/
- tree.json · assets/
- categories.md · references/
- workflow.md · references/
- blender_scene.py · scripts/
- pipeline.py · scripts/
- pixels.py · scripts/
- settings.py · scripts/
SKILL.md (first lines)
Use the scripts beside this skill to render assets. Resolve commands against this skill's directory; do not assume the caller's working directory or rewrite the renderer for each model. Run host Python entrypoints with `uv run --script`; their inline declarations manage Python and dependencies. Scripts importing `bpy` run inside Blender, launched by the pipeline or with Blender's `--python` option. 1. Establish the reference style, native cell size, world scale, directions, and requested animation. Reuse the project's palette and pixels per unit. When no style is supplied, use the bundled practice settings and identify the result as a draft. Read [references/workflow.md](references/workflow.md) for setup, commands, the asset settings contract, and rendering limits. 2. For an existing model, run `uv run --script scripts/pipeline.py inspect --source model.blend`. Select its asset collection and inspect materials, instances, and animation. For new models, read the relevant category in [references/categories.md](references/categories.md), then create a saved, editable `.blend`. Judge models at their final sprite size. 3. Write an asset JSON using the shared style. Render with `--preview` to a fresh directory. View `preview.png` at native scale and integer enlargement. Compare silhouette, proportions, projection, shading clusters, and palette to the reference; fix the model or settings before multiplying the work. If likeness remains uncertain, show the actual preview and ask for the specific missing direction. Do not promise quality from geometry counts or silhouette scores. 4. Render the requested directions and frames to another fresh directory. Inspect animation for pixel swimming, foot sliding, clipping, and silhouette changes. For ground, inspect `tiled-preview.png`; the edge check alone does not prove convincing terrain or transition coverage. 5. Deliver the source `.blend`, asset JSON, PNG sprites, atlas, manifest, and previews. State what rendered and passed validation, what received visual review, and any missing animations or integration. Technical validation is separate from reference fidelity and game integration. The renderer preserves the input file, uses a fixed anchor and pixel density, and requires a new output directory. Keep these invariants when adapting it. Preserve the source rig and use evaluated render geometry rather than applying object transforms or projection modifiers to the original model. Use `bands` for explicit material ramps and `preserve` for authored UV textures or custom illustrated materials. Both finish against the configured palette. Do not replace authored pixel texture clusters with random noise.
From luan/agents, MIT.
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Signals
- Stars
- 3
- Forks
- 2
- Open issues
- 1
- Last commit (this folder)
- Oct 5, 2026 (24 days ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- Repository
- github.com/luan/agents
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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Cite this page
spriteforge skill. Agent Mart. https://agentmart.dev/skills/luan-spriteforge (last updated 2026-10-24)