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

A GIF to share
For a devlog, a post or a Discord message. CC0 like the rest: no credit needed.

A post-and-rail wooden fence in two tones of wood. One section, made of two rails and a post, repeats along its length to make a run of any size. It is a still prop with only 136 triangles, rendered at 64 pixels from a three-quarter view, light enough to place in long runs across a map.
The section is repeated by a live Array modifier, so changing its Count gives any length you need before you render. A gate that continues the fence line is in the extras, matching the posts and rails exactly. Light wood and Wood materials keep the posts and rails slightly different in tone.
Fences mark property, pens, paths and borders in farming games, RPGs and town builders. They also create soft walls that guide the player. Render a short section to tile along a grid, a long one for a single sprite, and the gate for openings.
Darken the wood materials for an old, weathered fence, or paint them white for a tidy farmhouse look. Render the gate in the same colours so it matches. The fence frames the small house’s garden, pens animals around the well, and gives the flower patch and bush a tidy border.
Use it in your game
- Godot 4:
godot/fence-selout-64.tresis aSpriteFramesresource with 8 animations (Static_South, Static_Southeast … Static_Southwest): drop it on anAnimatedSprite2Dand playStatic_South. - Aseprite:
aseprite/fence-selout-64.asepritehas a tag for each of those, 8 frames in all, to touch up by hand; its.jsonsits next to it. - Unity, GameMaker and the rest:
sprites/selout/fence-64px-8-sides.pnghas 8 rows of 64×64 px cells, one per action and side, South (front) first, 100 ms a frame. A 4-side sheet and the 32 and 48 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.











