Bow 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 wooden longbow with horn nocks, a leather grip and a white string. Its one clip, Draw, pulls the string back while the limbs bend, and it plays once rather than looping. The sprites are drawn side-on at 64 pixels, so the curve of the stave and the pull of the string read clearly.
Each limb is a tube bent along a curve. The draw is made with shape keys on both the string and the limbs, so they move together the way a real bow does. Part priority keeps the string as a clean 1-pixel line in every frame, which a thin cord would otherwise lose at this size.
The origin is at the grip, the right place for a hand bone, so an archer character can raise and draw it in Blender. Rendered alone, the Draw frames make a charge-up meter or an aiming animation for a top-down shooter, a hunting game or a tower defence archer. Use frame one as the inventory icon.
Play the clip once when the player holds the button and release on the last frame. The bow arms a ranger naturally, and its wood and leather tones sit comfortably next to the sword and round shield.
Use it in your game
- Godot 4:
godot/bow-selout-64.tresis aSpriteFramesresource with 8 animations (Draw_South, Draw_Southeast … Draw_Southwest): drop it on anAnimatedSprite2Dand playDraw_South. - Aseprite:
aseprite/bow-selout-64.asepritehas a tag for each of those, 56 frames in all, to touch up by hand; its.jsonsits next to it. - Unity, GameMaker and the rest:
sprites/selout/bow-64px-8-sides.pnghas 8 rows of 64×64 px cells, one per action and side, South (front) first. 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.













