πŸͺ“ ZomboSlicer

Slice isometric furniture sheets (128Γ—256 tiles) into clean transparent PZ-ready sprites.
Source (grid overlay)
Cleaned Preview (transparent)
Freeform mode: load one or more raw renders, detect sprites, arrange them, then assemble.

Split Sprite

A suggested start point (yellow) is placed at the sprite's center. Click a second point to draw the diagonal seam β€” the cut then drops straight down from that second point to the bottom of the sprite, so the top of the cut is a clean diagonal and the bottom is a clean vertical edge. If the vertical drop needs to stop early (e.g. to go around a stand or legs), click a 3rd point on it β€” the cut resumes as a new 2:1 diagonal from there, then auto-continues straight down again until you add a 4th point, and so on. This always produces exactly 2 pieces with a single seam that can bend to follow the sprite's silhouette. Click "Undo Last Point" to remove the most recently placed point.

Align Sprite on Ground Plane

Drag the sprite (or use the arrow keys) to nudge it into place on the ground-plane diamond. The diamond marks where the floor meets the tile edges β€” line up the sprite's base/footprint with it so pieces match up correctly in-game. Shift+drag or Shift+Arrow moves in 5px steps.

Align Pair in Isometric View

The two halves are previewed the way they'll actually sit in-game: the far piece's floor tile is offset diagonally up-and-right of the near piece's, matching true isometric tile adjacency, so you can judge the seam the same way the game renders it β€” not just as flat side-by-side squares. Click a piece to select it (highlighted), then drag it or use the arrow keys (Shift = 5px steps) to nudge it β€” the other piece stays put as a visual reference. Use the per-piece offset fields for exact values. If a sprite was split along the other diagonal (so the pieces should stagger the opposite way), use "Swap Front/Back" to flip which piece sits up-right.

Piece A
Piece B