Lantern 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.
An iron-framed glass lantern with a pyramid roof and a ring handle on top. Inside, a small flame burns and shows through every pane. The Flicker clip loops over six frames, and the sprites are rendered at 48 pixels from eight sides, so a character can carry it in any direction.
The flame is made of crossed flame cards with glow materials and colour ramps, which lets it be seen from any angle through the glass. A shape-key flicker loop moves it, and the glass panes sit round it so the warm light reads clearly behind the dark iron frame.
The origin is the handle ring, exactly where a hand holds it, so it hangs naturally from a hand bone. Lanterns suit exploration and horror games, mines, night villages and any level lit by the player. Render it alone and it also works as a lamp on a hook or a table.
For a cold, ghostly light, change the Fire and Fire core materials to blue or green. Carry it through a cave, set it beside the wall torch for two kinds of light, or place it near the small house’s lit windows for a night scene.
Use it in your game
- Godot 4:
godot/lantern-selout-48.tresis aSpriteFramesresource with 8 animations (Flicker_South, Flicker_Southeast … Flicker_Southwest): drop it on anAnimatedSprite2Dand playFlicker_South. - Aseprite:
aseprite/lantern-selout-48.asepritehas a tag for each of those, 48 frames in all, to touch up by hand; its.jsonsits next to it. - Unity, GameMaker and the rest:
sprites/selout/lantern-48px-8-sides.pnghas 8 rows of 48×48 px cells, one per action and side, South (front) first. A 4-side sheet and the 32 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.













