Sprute makes 2D characters. A game also needs a world for them to stand in.
Ragnarok Online splits it cleanly: things that move are sprites, things that stand still are 3D. A sprite well under a rotating camera keeps turning to face you, and reads as a well-shaped monster. So props have to be real 3D.
Test: one Ragnarok-style well, image → 3D with TRELLIS.2, using the native nodes in ComfyUI (0.37).
Input (Gemini image, prompted for a Ragnarok map prop):

Results (four sides, 35° down, textured, flat light):

Comparison (RTX PRO 6000, same seeds):
| BF16 | INT8 (convrot) | |
|---|---|---|
| Diffusion weights | 9.9 GB | 5.0 GB |
| Upsample stage | 2:00 | 4:31 |
| Texture stage | 1:06 | 2:48 |
| Whole run | 273 s | 590 s |
Next to a Sprute character:

Going low-poly:

Discussions:
The geometry is clean from every side. The bucket, crank and roof shingles all survive.
The hand-painted look comes from the input image, and TRELLIS.2 keeps it.
INT8 halves the weights but is 2.2x slower on this card. Quality is about the same.
Next to the knight it reads as one world.
Low-poly is the hard part. 20k tris is fine, 5k tears holes, 1.5k shatters. Ragnarok-level poly counts need retopology, not decimation.
‒ Sprited Dev 🐛
Comments
Join the discussionNo comments yet. Be the first to comment.

