Gold key free 3D model & sprite sheet
2D pixel art by Pixor, from the 3D model
3D the model it was rendered from

GIFs to share
For a devlog, a post or a Discord message. CC0 like the rest: no credit needed.
A chunky gold key with a round bow, a collared shaft and a bit with two bevelled teeth. The sprites rendered by Pixor show it spinning in place, so the ring opens up and narrows to a line as it turns. It is sized to read clearly at 32 pixels, even in a busy dungeon room.
The bow is a torus, the bit is shaped with a Bevel modifier so its edges catch the light, and all the parts are merged into one object at the end. That single mesh keeps the outline clean when Pixor draws it. The spin is procedural and added at render time.
Keys drive the oldest loop in game design: find the key, open the door. Use it in top-down dungeon crawlers, puzzle rooms and metroidvanias, show it in an inventory slot, or freeze a frame for a HUD counter of keys held. It shares the Gold material with the coin, so the two look like they belong to the same world.
To make a boss key or colour-coded keys, copy the Gold material, tint it red, blue or silver, and render each version. The obvious partners are the dungeon door and the treasure chest, both of which open with their own clips.
Use it in your game
- Godot 4:
godot/key-selout-32.tresis aSpriteFramesresource with 8 animations (spin_South, spin_Southeast … spin_Southwest): drop it on anAnimatedSprite2Dand playspin_South. - Aseprite:
aseprite/key-selout-32.asepritehas a tag for each of those, 64 frames in all, to touch up by hand; its.jsonsits next to it. - Unity, GameMaker and the rest:
sprites/selout/key-32px-8-sides.pnghas 8 rows of 32×32 px cells, one per action and side, South (front) first. A 4-side sheet and the 48 and 64 px sizes are next to it. - Posts and devlogs: the GIFs above, also in the zip’s
gifs/folder. - 3D: the GLB opens in Blender, Godot, Unity and three.js. The
.blendkeeps its modifiers, named parts and materials.
How this look was made
The sprite above is Pixor’s selective outline look. In Pixor every step of a look is a node you can change: the light bands, the outlines, the palette. This is that look’s Style graph:

- dither
- 0
- fill
- 0
- hysteresis
- 0.05
- min highlight
- 2
- rim
- none
- shadows
- on
- specular
- 0.96

- convex
- none
- crease
- selout1
- crease angle
- 55
- depth jump
- 2.5
- inner
- selout2
- min inner line
- 3
- outer
- selout3
- outer inside
- off
- part lines
- on
The other looks in the player (clean, retro, flat) are other Style graphs. With Pixor you can open this asset, change any node, and render your own.













