---
title: "Sprited Dev (@sprited) | Hashnode"
description: "Sprited Dev (@sprited) writes on Hashnode. Read their latest articles and follow their work."
url: "https://hashnode.com/@sprited"
---

@sprited

# Sprited Dev

@sprited · Joined May 2025

### [Painting our code-built props with open models](https://blog.sprited.ai/painting-our-code-built-props-with-open-models?utm_source=hashnode&utm_medium=feed)

Qwen-Image-Edit repaints, TRELLIS.2 paints our own meshes, and what still needs work

5 min read · [blog.sprited.ai](https://blog.sprited.ai/painting-our-code-built-props-with-open-models?utm_source=hashnode&utm_medium=feed)

[2d ago](https://hashnode.com/posts/painting-our-code-built-props-with-open-models/6af627258db16c12cf7871e2)

### [Pixel art from a 3D hero, part 2: held parts, steady heads, and Ragnarok's colours](https://blog.sprited.ai/pixel-art-from-a-3d-hero-part-2-held-parts-steady-heads-and-ragnarok-s-colours?utm_source=hashnode&utm_medium=feed)

A pixel artist moves a head one pixel and keeps its drawing. Teaching the renderer that fixed most of the jitter, and Ragnarok's sprites set the rest.

6 min read · [blog.sprited.ai](https://blog.sprited.ai/pixel-art-from-a-3d-hero-part-2-held-parts-steady-heads-and-ragnarok-s-colours?utm_source=hashnode&utm_medium=feed)

[3d ago](https://hashnode.com/posts/pixel-art-from-a-3d-hero-part-2-held-parts-steady-heads-and-ragnarok-s-colours/6af4dfb66b3694c5bed18e5c)

### [Pixel art from a 3D hero, no dithering: eight ways compared](https://blog.sprited.ai/pixel-art-from-a-3d-hero-no-dithering-eight-ways-compared?utm_source=hashnode&utm_medium=feed)

Shrinking a render isn't enough. Deciding per part, then per shade, is what makes it read as pixel art.

5 min read · [blog.sprited.ai](https://blog.sprited.ai/pixel-art-from-a-3d-hero-no-dithering-eight-ways-compared?utm_source=hashnode&utm_medium=feed)

[3d ago](https://hashnode.com/posts/pixel-art-from-a-3d-hero-no-dithering-eight-ways-compared/6af418120af57136d74eb943)

### [Pixelating a Sprute hero, and what the game renderer did to it](https://blog.sprited.ai/pixelating-a-sprute-hero-and-what-the-game-renderer-did-to-it?utm_source=hashnode&utm_medium=feed)

Sprute renders our heroes as 256 px, 8-direction sprite sheets. This week we tried making one of them, 0018, into real 128 px pixel art and dropping her into Materia, our voxel sandbox. The sheet part

6 min read · [blog.sprited.ai](https://blog.sprited.ai/pixelating-a-sprute-hero-and-what-the-game-renderer-did-to-it?utm_source=hashnode&utm_medium=feed)

[3d ago](https://hashnode.com/posts/pixelating-a-sprute-hero-and-what-the-game-renderer-did-to-it/6af3db89146110b6559c1fad)

### [How Many Peanuts Does a Body Need?](https://blog.sprited.ai/how-many-peanuts-does-a-body-need?utm_source=hashnode&utm_medium=feed)

Fitting hands, feet, torsos, arms, and legs with two-focus primitives—and exposing what silhouette scores miss.

10 min read · [blog.sprited.ai](https://blog.sprited.ai/how-many-peanuts-does-a-body-need?utm_source=hashnode&utm_medium=feed)

[4d ago](https://hashnode.com/posts/how-many-peanuts-does-a-body-need/6af391ff53e0617178ffcfa0)
