Cozy Isometric Furniture Sprites
Isometric furniture sprites on a true 2:1 grid
In short
Cozy Isometric Furniture Sprites contains 16 free CC0 pieces for room builders and cozy sims. Each piece faces SE, SW, NE and NW and has a top-down view. A one metre floor tile is 64 × 32 px at 1x and 128 × 64 px at 2x, so bed, sofa and chair snap to the same grid.
- Items
- 16 pieces
- Views
- Isometric SE SW NE NW · Top-down S
- Sizes
- 1x = 256 px, 2x = 512 px
- Format
- PNG, sprite sheets, atlas with JSON
- License
- CC0 1.0
Public domain (CC0 1.0), free for any project
01All 5 views of the sofa
Four facings and the plan view from the 512 px set, all in one common crop. The floor point under the sofa never moves.
-
Isometric SE -
Isometric SW -
Isometric NE -
Isometric NW -
Top-down S
0216 pieces in the pack
Width × depth × height in metres, then the floor tiles the piece covers. Each piece also exists as a free 3D model.
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Double Bed 3D model: Double Bed -
Sofa 3D model: Sofa -
Wardrobe 3D model: Wardrobe -
Bookshelf 3D model: Bookshelf -
Dining Table 3D model: Dining Table -
Dining Chair 3D model: Dining Chair -
Wingback Chair 3D model: Wingback Chair -
Nightstand 3D model: Nightstand -
Dresser 3D model: Dresser -
Fireplace 3D model: Fireplace -
Kitchen Island 3D model: Kitchen Island -
Bathtub 3D model: Bathtub -
Office Desk 3D model: Office Desk -
Floor Lamp 3D model: Floor Lamp -
Houseplant Set 3D model: Houseplant Set -
Knitted Pouf 3D model: Knitted Pouf
03Technical details
- Items
- 16
- Views per item
- 5 (Isometric: SE, SW, NE, NW · Top-down: S)
- PNG per size
- 80
- Frame size
- 1x: 256 × 256 px · 2x: 512 × 512 px
- Floor tile (1 m)
- 1x: 64 × 32 px · 2x: 128 × 64 px
- Scale
- 1x: 39.2 px = 1 m height, 64 px per metre (Top-down) · 2x: 78.4 px = 1 m height, 128 px per metre (Top-down)
- Projection
- True 2:1 isometric, orthographic, 30° tilt and 45° turn. Top-down view with the front pointing down.
- Pivot
- Isometric x 0.5, y 0.6875 · Top-down x 0.5, y 0.5 (from the top left)
- Sprite sheets
- 1x: 16 · 2x: 16, one row per item
- Atlas
- 1x: 1,983 × 275 px · 2x: 2,018 × 808 px, 80 frames, trimmed
- Lighting
- Identical on every piece, light falls in from top left, floor stays unshaded
- Metadata
- TexturePacker JSON Hash
- Download
- ZIP 5.3 MB, 231 files
- License
- CC0 1.0
Inside the ZIP: cozy-isometric-furniture-sprites.zip
- cozy-isometric-furniture-sprites/LICENSE.txt
- cozy-isometric-furniture-sprites/README.md
- cozy-isometric-furniture-sprites/vorschau.png
- cozy-isometric-furniture-sprites/atlas/4 json/png
- cozy-isometric-furniture-sprites/png/1x/iso/64 png
- cozy-isometric-furniture-sprites/png/1x/top/16 png
- cozy-isometric-furniture-sprites/png/2x/iso/64 png
- cozy-isometric-furniture-sprites/png/2x/top/16 png
- cozy-isometric-furniture-sprites/sheets/1x/32 json/png
- cozy-isometric-furniture-sprites/sheets/2x/32 json/png
04Engine notes
Godot 4
Sprite2D with centered off and offset (-256, -352) for 2x or (-128, -176) for 1x, so the node position is the floor point. Set the TileMap tile shape to Isometric with 128 × 64 (2x) or 64 × 32 (1x) and switch on Y sort for correct overlap.
Unity
Pixels Per Unit 128 for 2x or 64 for 1x makes one floor tile 1 × 0.5 units, which matches an Isometric Tilemap with cell size (1, 0.5, 1). Pivot Custom x 0.5, y 0.3125 (Unity counts from the bottom). Transparency Sort Mode Custom Axis (0, 1, 0) sorts the pieces.
Phaser, PixiJS, TexturePacker
Load atlas/atlas_2x.json or atlas_1x.json. The frames are trimmed, and the pivot field together with spriteSourceSize puts every piece back on its floor point. The meta.grab3d block adds tile size, pixels per metre and the footprint of each piece.
05About the pack
The projection is pixel exact 2:1 isometric: an orthographic camera tilted 30 degrees and turned 45 degrees, with floor lines that rise one pixel for every two pixels across. Model edges run parallel to the floor grid, so the base of a wardrobe lines up with the tile edges instead of cutting across them.
Direction names describe where the front of a piece points on screen. SE and SW show the front, NE and NW show the back. Width and depth are rounded up to whole tiles: 9 pieces fit on a single tile, 6 span 2 × 1 tiles and the double bed needs 2 × 3. The atlas JSON stores these footprints in metres and tiles.
All pieces share one scale. At 1x a metre of height is 39.2 px and the top-down view uses 64 px per metre, at 2x it is 78.4 px and 128 px. The soft key light comes from the upper left and no floor shadow is baked in, which leaves room for your own lighting.
Good for
- Room builders and home decoration games
- Cozy life sims and isometric RPG interiors
- Floor plans and level editors with the top-down view
- Mockups for interior and architecture apps
Questions and answers
Is this true 2:1 isometric or just a 3/4 view?
True 2:1. Floor lines climb exactly one pixel per two pixels across, the camera is orthographic, and the model axes run along the grid. The pieces line up with any standard 2:1 isometric tile set.
Where exactly is the pivot?
At the centre of the footprint on the floor: x 0.5, y 0.6875 of the frame, which is pixel 128, 176 at 1x and 256, 352 at 2x. It is the same spot in all four directions, so rotating a sofa keeps it in place.
How do I place a piece that covers two tiles?
Put the pivot on the centre of the covered floor area. For a 2 × 1 piece that point lies on the shared edge between the two tiles, for a 1 × 1 piece it is the tile centre.
May I use the furniture in a paid room design game?
Yes. CC0 1.0 puts the pack in the public domain, which covers commercial sims, client work and game jams. No credit line is needed.
Why four directions and not eight?
Furniture on a square grid can only face four ways. SE and SW show the front, NE and NW the back. The extra top-down frame suits floor plans and editor palettes.
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