PixZels
v.004
Stop drawing every angle. Start creating.
Pixel artists: Stop wasting hours manually calculating perspective for isometric or 8-16-direction views. PixZels is a lightweight productivity app that transforms 1 to 3 orthographic images (Front, Side, Top) into a precise 3D pixelated model.
Using internal painting and modeling tools, you can generate a full set of professional, pixel-perfect sprites in seconds.
Note: We are currently in version 0.001. Please expect some bugs as we work toward a smoother experienceβthank you for the support!
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- Input: Load your Front, Side, and Top views (or draw them directly in-app).
(Is it possible to create the model importing 2 or 3 separated PNG images "Front_Side_Top" or also the model could be created using a single PNG ortho image sprite sheet of 6-sides).
2. Generate: Watch the app project your art into a 3D pixelated space and work any tiny details (add colours, add geometry, add outline, add lighting).
3. Fine detail: No more time-consuming on getting right orthographic projections, no more perspective "guessing." Just pure, efficient art. Within the app gives the freedom to the artist adding the needed detail (painting and modeling) at any desired angle straight into the 3d model using simple tools:
3. Export: Choose your desired sprite sheet and hit "Export."
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3D-Ortho: Model your 3d pixel art using the ¨3D Orthographic projection¨ Button.
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Work the deails with full pixel control.
Pixelart Pencil tools: Paint at any precise depth using cube selections.
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More precise control with SELECTION mode:
-Backspace (erase).
-Bucket (fill selection with pixles)
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Move-Copy Operations:
-Shift+Drag mouse: Move pixels.
-Control+Drag mouse: Copy pixels.
A pixel art tool for Pixelartist.
Efficiency shouldn't come at the cost of style. As a pixel artist myself, passionate about isometric art (https://pixel-salvaje.itch.io/), I know that Pixzels is designed specifically for pixel artists who demand precision. It preserves the "SOUL" of your original 2D art while handling the math of the third dimension for you.
Save days of production time on every project and focus on what you do best: creating.
The stand-alone paid version includes:
-Full export features: Snap-Shot at any desired angle, 8-Directions Top-Down, 16 Directions Top-Down, Ortho sprites.
New: Slider to control camera tilt.. From side view to Top_Down view.
Orthogonal Export: Export your model as an orthogonal PNG sprite, edit it in any external pixel art software, and re-import it back into PixZels to seamlessly rebuild your 3D model with the new details.
-Windows, Mac (Universal) and Linux (x64) versions.
-No internet connection required to work. Install and enjoy.
-Save and Load your 3d pixelart model (JSON file) for future adjustments.
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(This app is v0.04, and it is currently in hard development. At this time, IΒ΄m working on improving the overall experience and planning new features. Please share your feedback, which is super important for me... and thanks for your support).
Please π PixZels App
Many Thanks :)
Special Thanks to @Shadowregister the Code Dev.
Thanks to Keeny Assets @kenney.nl
@Pixel_Salvaje
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#MadeWithPixZels:
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| Updated | 15 hours ago |
| Status | Released |
| Category | Tool |
| Platforms | HTML5, Windows, macOS, Linux |
| Publisher | |
| Rating | Rated 5.0 out of 5 stars (32 total ratings) |
| Author | @pixel_Salvaje |
| Tags | 16_directions, 3D, 3d_pixelart, 8_directions, Isometric, Pixel Art, pixzels, Sprites, Top-Down, top_down |
| Average session | Days or more |
| Languages | English |
| Links | Blog |
| Content | No generative AI was used |
Purchase
In order to download this PixZels you must purchase it at or above the minimum price of $12 USD. You will get access to the following files:
Download demo
Development log
- PixZels v 0.004 is out!15 hours ago
- PixZels Linux Versions x279 days ago
- PixZels v0.03 β Update85 days ago
- PixZels v0.02: Performance & Precision Update.Feb 27, 2026
- Added a Linux Version for PixZelsFeb 17, 2026
- PixZelsFeb 14, 2026
- PixZels 3d PixelartFeb 12, 2026
Comments
Log in with itch.io to leave a comment.
I'll give my feedback as someone who needed this for a game but unfortunately couldn't get it to work the way I expected, and also as a professional pixel artist with years of experience in game development.
- Support more sizes
I tried making a bus that was around 154 px wide. Even though the program says it supports 256 px, it wouldn't let me go beyond 128 px. It would also be nice to support irregular dimensions instead of forcing square sizes.
- Why does the top image have to be vertical?
The side of the bus is horizontal because the bus itself is rectangular. When I imported the roof, the bus got squashed, and it took me hours to realize that the top image was supposed to be vertical. That wasn't very intuitive.
- Allow importing the back and bottom sides
I'd personally rather draw the back side in Aseprite (I don't need the bottom side for my game). But imagine making a game where the bus flips over on the road, you would need the underside.
- Pre-existing outlines don't work very well
I can understand this one, since it's probably a difficult problem to solve.
- The eraser tool feels buggy
The brush is the only tool that worked reliably for me. I also struggled with the selection tool. It was difficult to understand where to drag, even when using the corner handles. The mouse cursor representation wasn't very intuitive either.
- The UI needs a proper menu
There should be a File menu and other standard menus for importing images instead of relying only on dragging files into the center of the screen. Also, I can't drag the window around in Windows because there isn't a title bar to grab.
- I'd remove the image at the top
It takes up a lot of space and feels unnecessary. Less is more, especially in a tool I would use frequently.
- Export more than 16 directions
It would be great to have the option to export more viewing angles.
- I'd focus on the core functionality first
If I were you, I'd prioritize the tool itself rather than painting features inside the program. Those can always be added later. I think the main purpose should be assembling the pieces and exporting them from multiple directions. Sprite touch-ups can be done in other software.
When painting tools are eventually expanded, the colors and palette should always be visible. Having to click the color to open a modal is poor UX. Aseprite's approach of keeping colors visible on the left side works much better.
I would also remove the entire right panel and move those options into standard menus like File, Edit, etc.
For the viewing options, I think it would be more intuitive to have a rotatable cube or directional controls similar to what 3D software uses.
That's all I can think of for now. If I remember anything else, I'll add it later. I really hope this tool improves because the concept itself is excellent, and I'm looking forward to future updates.
You will put this tool in Steam? I want buy, but prefer by Steam, just to concentrate in one place
Yes, I will added on Steam... SO, for future Updates will be automatic to update...
Atm working on more precision and more features for this tool... When I have a good version (within a few months), I will upload it to Steam.
If anyone bought PixZels on Itch and wants a Steam version, I will deliver a key for it.
Many Thanks, Skullbrow.
So I'll buy here because I needed that now and send me a key when ready, please
Yes, sure Skullbrow. :) Everyone who bought on Itch this project will get a Steam Key if they need it... It is like a thanks for your support during this development time; that help and feedback is really necessary for me... Many thanks.
This is so cool! I'd love to know how this was made, it's seriously Impressive! I'm definitely going to buy this.
Please also include a slice export option for sprite-stacked models sometime! Animation would also be amazing <3
Im not sure if sprite-staked integration would be possible... Need to try this :)
Many Thanks Michael.
Hey! Great software. I am considering buying now for future projects, but also for a project I am working on at the moment. I would be curious to know if it's possible to generate slices for sprite-stacked assets from Pixzels?
Hello Iinacho.
Not at moment... But it is a good idea to have this integration... I will consider that on future builds.
Many thanks :)
Could you please add to your demo, ships from your asset pack -> https://pixel-salvaje.itch.io/free-boat-16-directions ?
I'm looking for a program where I can design ships like these, and I'm wondering if it's possible to create more complex vessels. Two- or three-masted ones? Thatβs why Iβd like to experiment with the demo and see if itβs worth buying your program. Iβd appreciate it if you could add these models to the demo so I can test them, because so far I havenβt been able to recreate these models in the program.
Hello Brickfiction. :)
Can u contact me throught Discord?
efebe_
An awesome tool that I anticipate will make my game much easier to produce! My immediate thoughts is it would be useful to allow the user to hand-choose which perspectives they export (for example, a given sprite in the game I am working on would only need 4 for a given sprite). Maybe even just let the user set custom presets?
Again, this will already save me tremendous time as it is, so thank you!
Many thanks for your words :)
Thinking of a way for users to choose any specific angles to export.
Android version in the works?
I have no Android version on the roadmap atm...
Oh, i guess i have to wait then π
Hello, love the tool!
Will this at some point allow users to export the 3D object as a 3D file, such as .obj or .glb?
Im considering this option... Need to make some tests to see what I got. Thanks :)
That's great! Looking forward to it :)
For me too, I would buy it if it had 3D export feature
Hi. demo is amazing. I tried making a 3DS, but the lines would get weird effects on them with the color... is there any guide for use?
Thanks!
I will be buying to support.
Hey Jasperidone, Thanks for the feedback.
Show if u can the artifacts.. That would help me to understand and fix the problem... The app is not perfect atm but working on pixel perfect precision :)
Hello Jasperidone. Sorry for the late reply.
I see the issue: -Behind Pixzels is working a kind of a voxel engine but with single-sided coloured cubes and other things to get the most precise approach for a pixelart outcome... In your case when they are slopes with different colours cubes, the cubes display the colours of each side and create this artifacts. Im working on some ideas to apprach this cases in a intuitive way for the user.
Many thanks for your feedback.
Ei I really love your 3ds :O super nice :) If u want to share your artwork send me the giv I will display on itch.
:)
I also had this issue. Is the solution to use the paint tool and paint the under-side of the voxels in PixZels manually?
Would it be possible to purchase the ortho images from the PixelWheels series to use with this tool?
I would like to create a lower camera angle version of the iso versions available for mode 7 style rendering.
Hello Rastervision, unfortunately, the current Pixewheels cars were made before I created PixZels. Although I,m considering to redo all of the current cars to improve and add more to them...
I will include the PixZels file for future cars.
Many Thanks.
Sounds good. Thanks for the reply.
Hey, it looks great but I couldn't make it work. Does it work only with squares and simple shapes like a car? I tried making a 2d humanoid character but it just created a scrambled blob. I used your vending machine template to place the different views in the correct format.
Hello Creed :)
Organic shapes are rather difficult to work with... can u share your images and see what the challenge is?
Many thanks :)
hi pixel salvaje.I didn't know you opened a patreon.i didn't see it anywhere.i didn't have bluesky and checked recently.is there anything planned?
https://www.patreon.com/PixelHeatCity?utm_campaign=creatorshare_fan
Hello Stereo, thanks for your words :)
I did work on the possibility of Patreon for my next upcomming project, working on an isometric city kind gta style...
Although I'm still considering whether to work with Patreon or not... Because at the current times I'm quite full of work and if I open a Patreon, I want to spend time giving bakers a nice quality exclusive content... π Image
wow π€© it looks great!! i would love to see it! but i don't want to overwhelm you with work if you already got plenty π good artists are human.π«‘
Hello Pixel_Salvaje,
I find Your tool very interesting! Are you planning to release a 3D exporter for Your tool, for example OBJ+Texure ? I would buy Your tool, if you would implement the 3D exporter! That would be amazing!
Thank You very much for Your answer in advance!
Hello nbalint.
Im not sure if I want to turn Pixzels into a 3d tool... My dream is to create a painting pixelart tool that creates pixelart keeping the painting feeling (Paint, erase, selection...) like a Photoshop or Aseprite but on 3d... As a pixel artist, I enjoy painting, not modelling.
Besides of that, the 3d exporter will be looking like a blocky mesh kind of a voxel model... Not sure if users are looking for work on voxel models.
Still considering options... Many Thanks. :)
We found more bugs with the tool. We learned that we can upload strip in pixzels and it will generate 3D model automatically, and we made this archy wall. Then when we made another strip, it stop working. It wonβt generate 3D model.
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Hello IristoId.
Many thanks fro your feedback... Sorry for the late reply I was out tocuhing grass :)
I was trying to replicate your bug but I did not succed... I can upload many 6 sprites strip with no problem and even mix some different sprites and still keeps building... π Image
Maybe I do not understand your bug. If u still find this bug let me know... Intereted on crush on it :)
Thanks :)
If we encounter it again weβll let you know βwβ)7
Seems like a pretty cool tool, but I think I'll hold off on paying for the full version till it has more development progress, like perhaps 3D character animation? Here's to hoping the project will age like a fine wine!
Many thanks James, for your feedback, with your comments I can see what are the main interested points needed :)
Definitely character build and animation would be a needed addon... Not sure how I will implement that yet, need to test some ideas first, but going in that direction :)
Hi! I've been using this for a few days now and it's been a lot of fun, it's an awesome tool!
My experience so far has mostly been smooth but there were a bunch of things I hope can be improved.
I'm running PixZels on Windows 10 in-case that's important.
Issues I ran into:
- Pure black (RGB "0, 0, 0") is being set as transparent when exporting as a GIF.
- The outline doesn't match the color you set it to if it's a more complex shade. For example, if you use RGB "132, 132, 46" within your sprite and then set the outline to the same values, the outline doesn't match in color and actually shows up as RGB "190, 190, 118" instead.
- Camera angle snapping makes it really hard to edit the details of some models when you require a camera angle that's slightly off from the designated ones. Maybe this could be toggleable?
- If you're dragging the Camera Tilt slider and your mouse leaves the Export Options window while still holding down, it counts as a click to close the export window.
- Maximizing the window causes it to overlap over the task bar.
Some (feature) suggestions:
- Selection rotation.
- Hex code input/support in the regular color picker.
- Make the outline color picker match the regular one, not just for theme consistency but the outline one doesn't allow you to paste stuff into it.
- Number value input for Camera Tilt.
- More GIF export options like rotating on different angles, back and forth between specific angles or maybe a sequence of angles to follow.
- Ability to export the actual model and/or texture as well as re-import them. I know you've stated you're still unsure about this one in another reply but it would be quite useful for models that can't be directly recreated from the ortho exported textures alone.
Anyway, loving the work so far! Thank you for making something so useful :)
Hello Eugeen.
I'm honestly flattered by such a thoughtful and detailed review! Very very usefull for me :) Thank you for the bug reports and addons, the RGB/transparency notes; they are incredibly helpful for my next steps. Your ideas for Hex support and precision camera controls are spot-on and will definitely be on my roadmap. Iβm still considering the model export/import, but your feedback makes a strong case for itβthanks again for the support!
You really have a good eye :)
Hey! Just wanted to clarify with you: if I put my UV map in there that I created somewhere else, it 'puts it together' or like I can put it together for a full object and it generates a rotated sprite sheet?
Not sure if I understand your question... Sorry.
If you import an ortho image Uv (one sprtie front) it will create a flat geometry... After this, if u upload a side image, the program will interpolate both images and find matching pixels to create the 3d model on volume... The third image (top) can define missing geometry constraints.
Alternatively you can upload directly a 6 sprites image (using any upload button) and it creates the whole geometry at one shot.
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You can mix any images to see the results, try the online version and test it by yourself. (up on this page).
Hi! I just purchased this and am attempting to run it on Arch Linux, but it appears the AppImage is only for ARM. Is there an x86 build?
Thanks!
Hello BlueLemming.
I did update the Linux version; now both versions (arm and x86) are included in the zip file.
Let me know if it works for you and if u experience any bugs. At the moment, I do not have a way to playtest those versions. Long time I did not use Linux, but Im big fan of this Os.
Many Thanks. :I)
It seems to work! Thanks a ton. I will be sure to report any bugs if I find any.
Great tool, can be a massive timesaver for making car animations.
However, when I try to import a predrawn sprite from all angles I can't seem to find a way to import the back or under view (like in the ambulance example).
Am I missing an option / hotkey or is it not possible?
My best approach (out of my tests) is to start the model with just importing 2 or 3 images. From there u can get of the most needed models... After I export as ortho image and work on Photoshop or Aseprite the rest of the missing textures on the Ortho exported image, before reimporting this file back into the app... Is it possible to import this ortho image (6 sprites) using any upload button. Also, if u prefer, you can paint the missing textures using the PixZels app if u prefere. I do like beter to work on Photoshop.
Many Thansk PixelHenkie :)
Thank you for your swift response!
I just tried it out and while it's not the most intuitive way, it is indeed working so I'm very happy with that. :)
Again, great job on making this tool, it's already very impressive and a massive timesaver!
You are right :) Need to find a way to make it uploads more intuitive :) Thinking about.
Many thanks PixelHenkie :)
It'd be handy if this could support 1-3 images imports for quick prototyping (for example, creating tiles).
e.g. here was something I made in Aseprite to try and make a tile, note how the first 4 frames are the same image. It'd be nice if I could trim this down to 3 images (this could even be 1 image if i used one shade of green, the first frame could be used to interpolate top/bottom)
Not sure if i get your point BlueLemming :)
At current state the app can create this tile with only 2 images (front and side) and both images are exactly the same...
If you would like to work on the top image outside the app (on Aseprite or Photoshop..) You can export the Ortho image (6 sprites) and work on the image before reimporting back into the app to create the rotation sprites.
It is not needed to start with a 6 sprites image always (a 6 sprite image is rather complicated to perfectly create), mostly 2 or 3 images are enough for simple common geometry.
Hope I answer your doubts.. Many thanks for your feedback :)
Sorry, I'll try to re-explain! I am using Aseprite, so your suggestion to export ortho & edit would work, but if I want to edit the "side" image then I have to update all of the first 5 sprites too.
It'd be nice if there were maybe a "import" button that could handle spritesheets that aren't ortho images? For example, maybe it could work like this:
1 sprite = use sprite for all sides
2 sprites = 1st sprite for all sides, 2nd for top
3 sprites = 1st sprite for side, 2nd sprite for front, 3rd sprite for top,
...etc
If I imported this (2 sprites):
I would get this:
Magnificent!
Failed to draw a mushroom ;)
Don't really like installers, could you please make the portable exe ?
Also, can't set 40 degrees on export
Hello George Rahmanenko.
You are right! :( at current build is not possible to export as 40 degrees.. The slider snaps too early... Many thanks for the info, I will fix it next build. :)
The current exe file is not the portable version desired?
This tool is great to create asstes... but organic shapes like mushroms are difficult to setup.. XD Working on some ideas for it.
Many thanks for your feedback. :)
Iβm having an issue with the Linux version. Iβm on Linux Garuda and cannot launch the app. Gear Lever says βit may not be compatible with your system architectureβ whatever that means.
Hello Lau.
Can I contact you via Discord or mail? Lets find out what is the correct Linux version needed. Thx
Absolutely! My Discord is jibsjerky
Thanks for the help! :)
Amazing stuff, please bring it to Steam so we can auto update!
Yes for sure... Atm Im still looking for precision and perfection for this tool.. But when I got a nice complete build I will launch it into Steam.
Many Thanks Alavi.
Thank you, take your time! Best of luck.
Is it possible to support a timeline? Thank you.
What do you mean?
Not OP, but I'm guessing he's asking for tools to make animations, similar to Asesprite.
Amazing work! Just a quick question β are these real 3D models (like made in Blender and usable in a game engine), or are they more like voxels?
Thanks.
The core of Pixzels is a dedicated voxel engine with some specific tricks to accomplish a real pixel art feeling. The model is not real Voxels but similar tech. Atm the export options are 2d pixelart (power of 2) sprites usable for any game engine. As a pixelartist if I export as 3d obj it would lose all the pixelart feeling that I was looking for this tool. Working still on it, I might include 3d export on the future updates,... Not sure yet. Many Thanks Fluffy Sheferd. :)
Thanks for creating this! Keep up the good work!
What is this black magic! <3 <3 <3
Just purchased, about to use. I know I'm going to love it. Freaking amazing work! I'd love to hire you if possible for some work.
Many Thanks Revpain :)
What game are you planning?
Would it be possible to chat on discord?
Hello Revpain :)
Yes sure, lets chat on Discord : efebe_
Hi! I found your program on itch.io and it looks really great. I just wanted to ask: are you planning to release it on Steam in the future, and if so, will itch.io buyers receive a Steam key? Iβm mainly asking because Iβd prefer to have it on Steam
Hello Furkanakkurt.
As a pixelartist myself I suffered a lot of the Adobe high prices for artist tools :( ... That is not my intention, I do want my tool to be afforable for artists like me, So, when I will release on Steam I will point out to everybody that if they have been purchased the app on itch will have a Steam key... Not sure how can I do that to automate it, but I will find the way... Many Thanks.
When upgrading 48x48 support for RPG Maker Projects?
Hello Arnoi. I did not know that RPG MAker uses 48x48... Many thanks for pointing that out. I defenetly will add this feature to export options on next update. I point that out, Thanks.
Hey Salvaje, just wanted to say thanks for this! Much like you, I work in isometric art a lot and this has been awesome so far. Am enjoying it a lot.
Many Thanks Jftshore :)
Looking to improve this app more.
Great app! Do you have plans for adding importing a back/bottom image? It would be really cool. I see you wrote a comment below, but I don't see Load button for 6-view sprite sheets.
You can upload a png with 6-view spritesheet (see example) using any of the 3 UpLoad buttons on the grid. The program detects each side automatically but the sprites need to be set up like this:π Image
To get a Sprite file like this perfect, I suggest to build the model within 2-3 images (easiest) and export the Ortho Png to get this file if u want to modify it on Photoshop or Aseprite.
Just wanted to say I'm already loving the new update! Fast and really versatile with the new ability to change the angle of the export. Really appreciate the work you're doing here, and for accepting feedback.
The fact that its working so well and this is only the beginning has me pumped to see what new upgrades to this you'll put into overtime.
Many thanks pixel_Salvaje for this!
Many thanks Psychojack88 π
Hey there! Iβve been trying to make use of this and I can successfully import front/side/top both individually and from a sprite sheet but how do I import a back?
When you upload a png with 6-view spritesheet (see example) using any of the Load buttons, the app automatically generates a 3D model with six colored sides based on those sprites.
(Note: You can download 16-32-64-128 template examples from the Downloads section to use as a base for your own designs.)
Why this workflow? Through extensive testing, I found that modeling from only 2 or 3 sides is often the most effective approach. Creating perfectly aligned, pixel-precise orthographic images for all six sides is difficult; even minor misalignments between views can distort the final 3D model.
By starting with 2 or 3 sides and then painting the remaining details directly within the app, you avoid these projection errors. If you prefer using external tools like Aseprite or Photoshop, you can export the model created by 2 sides only using the orthographic PNG from the app. This exported sheet is already perfectly aligned for all six views, ensuring that when you re-upload your finished paintwork, the model remains structurally perfect.
Many Thanks Aven for your Feedback.
Tried this program and I have few thisngs to say.
First, I am really excited to see it being developed further as it has so much potentieal and I already can see many ways in which I personally could use it.
However, in its current form I find this program extremely frustrating to use to the point where I don't want to touch it until some changes are made.
First thing, and the most frustrating im my opinion - camera snaping to sides. This feature makes the program practically unusable for me, as I have to fight the program to move the camera to where I want it to be and not constantly snaping to random places. This feature alone made me rage quit this program.
Second thing, and this is more of a request, I make pixelart characters that consist of multiple different parts that are drawn on different layers, which in classical 2d art makes it realy convenient to draw complex sprites without getting lost. I would want to know if it is possible to make layering system in this program as well, it would be realy convenient to have it.
Third, and last thing, is the camera position in the output sprite sheet. As I saw someone before mentioning it - this is quite limiting in which scenarios this tool can be used, as not every game (assuming you are making sprites for game) has top-down or slightly from above perspective. I, for example, at the moment am working on couple of character sprites that are drawn from side perspective, and as such makes this program quite usless for my purposes.
All in all, I see huge potential for this program if you decide to develop it further and definitely am going to pay closer attention to its development. Good luck to you!
Hello Arth_Arth.
Yes the program is currently on developement, as a pixelartist workign hard currently to deliver a precise tool for artists.
The camera snapping should be easier to use, I think it is good to have snapping because the model will be exported mainly in those angle views. But I'm working on a better workflow.
Layering system will be added as a normal pixelart program is needed, yes, Thx.
I have already worked out a system to export the model at any desired angle, so the user can export as Top_Down, side view or any random angle view.
The ultimate goal is to create a nice and precise pixelart tool where users can paint-model keeping the pixelart painting feeling.
Many thanks for your observations :)
Sweet program, I like how it is but there is a lot of room for improvement.
What I like. It simple to get a hang of the concept. There is an in app pixel art editor.
Lot of rough things that I like but needs work for sure.
I like you can upload photos for the main angles but I think it could help to have alternative angles (say common types being 3/4th view for example) Maybe also different left and right angles? That's my main wish! :)
The UI is rather clunky and crashed my graphics drives when streaming on discord (That was weird! Not 100% what caused that but a thing to keep an eye out for.) I think the 3d type tools (selection for example) could benefit from some gimbals! As just using the section edges is a bit of a guessing game of where it is.
I think lastly, two last things. There should be an option for it to not be in full screen and there should be a light mode. Dark mode hurts my eyes as I have contrast issues.
Many thanks for ur interesting Feedback Lexi.
I defenetly need to work more on the Ui... I would need to add a settings menu to adjust windowed mode (had some requests about).
I will take a look at the Discord streaming. That is a important bug thanks to point out that.
About uploading 3/4th view images ... Im not sure how I can pull it out.. Atm Pixzels works by aligning top and side planes, the tool calculates exactly where pixels meet in 3D space to create the model. Delivering a image with prespective Im not sure if the app could extract the data correclty to extrude a 3d model. Interesting to test Thx.
The app is currently on developement and gathering data to make it good, sorry for the bugs, and many thanks for your support. On the roadmap to create a good pixelart tool.
Listed on my to do is work on digital Accessibility to have an inclusive design. I will add possibility for dark/light mode to start with inclusive.
This is amazing! Are there any plans to allow for exporting the 3D model as an OBJ? Iβd love to know because I would switch to this in a heartbeat over MagicaVoxel!
Hello Cacklecave, atm as a pixelartist Im focus on deliver a perfect pixelart tool.. Not really focus on voxels. In fact this app is based on a kind of unique Voxel technology but to fully, to get this pixelart result is used a more combined technologies... In traditional voxel engines, a voxel is typically defined by a single set of data for the colour. PixZels uses 6 coloured side voxels. Need to test out and see how and what will be exported.
If I find it a time saver tool I will add it, atm do Im focus on make it perfect pixelart sprite tool.
Many thanks for your feedbak :)
cool tool
Hello Oroshibu :)
I had your work as inspiration, also loved the work of @eddort_dev and @skurovec (on Voxels).
As a pixelartist working on isometric, I do not use Aseprite myself, I primarily work on Photoshop, When I saw your work and eddort work inspired me to make the pixelart painting tool that always dreamed about... with my particular pixelart approach and different building tools, a app that already is a massive time saver for my work.
Your work on Aseprite Plugin will be dope!. A Killing app for Aseprite users π. Waiting for it π Easymetric:
https://x.com/Oroshibu/status/1930262532683399235?s=20
It would be an amazing feature if the user could paint on layer by layer.
Yes a layer system will be great, Thanks.
i think a layer or component system would help with more complex objects. that way you could provide the front/side/top for multiple different components so they would be generated more accurately then have them all render together in the final product. instead of trying to create one complex object from one set of front/side/top
Yes agree. :)
This tool is fantastic, thank you for your work! Could I leave a request to not start in fullscreen mode with hidden toolbar every time? I have a 32:9 monitor and usually have several windows open next to each other, especially when working on my game/art, and resizing the window requires several steps right now.
Might also be a Linux issue. I'm running on bazzite/KDE.
Many Thanks Thrakbad :)
I got some requests on that Windows mode. Considering adding a menu to allow fullscreen mode or windows mode.
do you have any plans to let you take export of other angles?
what specific angles are u intersested on?
I would love to be able to control the angle for the export as well as the amount of frames, right now you already render the whole thing but only exporting it at one angle limits what it can be used for heavily
Yes interesting... As pixelartist I always work on isometric pixelart 2:1 (26 Tilt) and I dindΒ΄t thought that users would need diferent angles... Of coures I will be thinking of a way to export to any desired angle.
For the amount of frames I think 4-8 angle diretions is what is more used on pixelart... sometimes 16 directions for smoth rotation, but not really much used. That was my original idea.
Many thanks for your imput wholesomegomi.
I have something i made using your software if you would like to display it, this is a new account so i can't post it here, iv added you on Bluesky, if you shoot me a message on there i can show you what i'm trying to use your tool for and why it would be very powerful for people who work in a similar style to me
WOw what a nice artwork wholesomegomi, Many Thanksπ Image
One of the coolest pixel art apps i came accross π€― thanks pixel savage
Many Thanks XD
