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How to turn a 3D model into game sprite frames with Universal Modder

Render a GLB 3D model into sprite frames from a game-style camera for a 2D or isometric mod.

Authorization notice. Universal Modder is dual-use. Only use it on software, sites and systems you own or have explicit permission to test.

Who it is forA modder adding a unit or object to a strategy or 2D game who has a 3D model and needs sprites that match the game's camera.

The problemA 3D model does not fit a sprite-based game until it is rendered from the right camera angle and cleaned into frames.

The outcomeSprite frames rendered from the game's camera, with a team colour mask if the game needs one.

What you need first

  • A PC game you own, installed through Steam, Epic or Xbox, or in a folder you can point to
  • Git, Python 3.10 or newer, and ffmpeg
  • uv (recommended) to install the `um` CLI
  • A fal API key from fal.ai/dashboard/keys
  • An AI coding agent such as Claude Code, Codex, Gemini CLI, Cursor or OpenCode, or any agent that can read the skills
  • Blender, only if you want 3D to sprite renders

Steps

  1. Install Blender and the CLI with uv tool install git+https://github.com/rehan-remade/universal-modder.
  2. Make or fetch a GLB model, for example with um fal model3d (inferred: check um fal --help for the arguments). (inferred, check the README)
  3. Render frames with um render3d using a camera mode such as aoe2, iso8, trueiso, topdown, side or turntable (inferred: check um render3d --help for the input and output arguments). (inferred, check the README)
  4. Make a team colour mask with um sprite team-mask if the game needs team colours (inferred: check um sprite --help). (inferred, check the README)

Prompt for your agent

In the universal-modder repo, use the asset-pipeline skill to render the GLB at <model path> into sprite frames with `um render3d` using the <camera mode> mode. Verify that the output folder has one frame per heading and that the frames have transparent backgrounds.

Caveat. The README says render3d needs Blender and supports named camera modes, but the exact command arguments are not in the README, so check `um render3d --help` first.

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