SpriteLift - Sprite to 3D Mesh Builder
IMarin Labs
$19.24
$27.49
30%OFF
(no ratings)
Jump AssetStore
Turn sprites into beveled 3D meshes, pixel voxel columns and depth-map relief. Guided workflow, live preview, Depth Studio, presets, batch conversion and prefab/OBJ export.Tested: Unity 2022.3.62f3 (Built-in, URP 14, HDRP 14) and Unity 6000.3.18f1 (URP 17). New meshes get native materials for the active pipeline. Samples ship for Built-in; in URP/HDRP run Tools > SpriteLift > Configure sample materials for active pipeline. Adapt exported materials via Assets > SpriteLift > Adapt selected materials. Custom RPs are not supported.Give your sprites another dimension. SpriteLift turns transparent sprite artwork into textured meshes directly inside the Unity Editor. Create collectible tokens, signs, pixel props and raised decorative surfaces from artwork you already have.Guided workflow: four steps (Artwork, Style, Adjust, Save) with one-click starting looks, essentials first and built-in help on every setting. Experienced users can jump to any step.Beveled extrusion: Trace silhouettes with holes and separate islands. Control thickness, simplification, bevel width and smooth bevel lighting.Pixel voxel columns: Build stepped pixel geometry with internal faces removed and coplanar regions merged. Add quantized depth from a grayscale map.Depth-map relief: Shape a raised front surface with a flat back. Switch between smooth and faceted front lighting.Depth Studio: Paint height over your sprite with brush radius, target and strength, Shift to lower, fills, radial dome, Undo/Redo and linear PNG saving.Inspect before exporting: Orbit, pan, zoom, fixed views, turntable and wireframe. See vertex/triangle counts and build timing.Reusable workflow: Save presets, queue sprites or sprite sheets, batch-export and review per-item results. Existing exports are preserved.Included: complete editor C# source, 18 sample prefabs, 18 presets, four demo scenes, 14 individual sprites, a four-slice sprite sheet, three depth maps and an illustrated PDF guide with scripting examples.Designed for extrusion, voxel columns and relief. It does not infer unseen object surfaces, remove backgrounds, generate rigs or reconstruct a complete character from one image. The interface and documentation are in English.Uses Clipper2 under the Boost Software License 1.0 and LibTessDotNet under the SGI Free Software License B 2.0. See Third-Party Notices.txt in the package.Support: contact@imarinlabs.com | https://imarinlabs.com/contact/Unity: 2022.3 LTS or newer. Tested on 2022.3.62f3 (Built-in, URP 14.0.12, HDRP 14.0.12) and 6000.3.18f1 (URP 17.3.0).Supported OS: Windows Editor tested. Exported assets are standard Unity meshes, materials and prefabs.Pipeline setup: configure URP/HDRP in your project first. Sample materials ship for Built-in; included menu commands adapt them and prepare demo lighting.Input: imported raster Sprite assets, including sprite-sheet slices. Transparent PNG recommended. Source crops up to 4096 pixels per side.Output: Unity mesh, cropped PNG, two materials, prefab and JSON settings record; or OBJ + MTL + PNG. No FBX export.Geometry: sampling up to 1024 for extrusion and 256 for Voxel/Relief, two submeshes, normals, UVs, tangents and 32-bit indices when needed.Colliders: None, Box, static concave Mesh, or Convex Mesh up to 240 triangles.Execution: Editor-only conversion. Exported prefabs require no SpriteLift runtime scripts. No external account, subscription or online service.Documentation: illustrated PDF guide included at Assets/SpriteLift/Documentation/SpriteLift-Guide.pdf, also opened from the tool's Docs button.Validation: Windows Editor and Windows x64 player builds. Other operating systems, player targets, custom pipelines and unlisted versions are not separately validated. No automatic LOD/atlas generation.




