PixZels (3D Pixel Art & Sprite Creator)

v.008 (Sep 23, 2026)

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.
- Input: Load your Front, Side, and Top views (or draw them directly in-app).
Upload any combination of all 6 possible 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: Just pure, efficient art. Within the app gives the freedom to the artist adding the needed detail (painting and modelling) at any desired angle straight into the 3d model using simple tools:

4. Export as 3D OBJ or create Top-Down or Isometric pixelart sprites within seconds.


3D-Ortho: Model your 3d pixel art using the ¨3D Orthographic projection¨ Button.
Work the details with full pixel control.

Move-Copy Operations:
-Shift+Drag mouse: Move pixels.
-Control+Drag mouse: Copy pixels.


Create geometry Minecraft style:
-Switch between the PIXELART and 3D model to work with more precision:


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 PIXELARTexport features: 8-Directions Top-Down, 16 Directions Top-Down, Snap-Shot, RPG Maker sprites, Animated GIF.
-Z Orthogonal Export: Export your model as an orthogonal PNG sprite (Front_Back_Sides-Top_Bottom), edit this image with any pixel art software, and re-import it back into PixZels to seamlessly rebuild your 3D model with the new details.
-Export 3D OBJ model (with .MTL & sRGB PNG Atlas)
-Save and Load your 3d pixelart model (JSON file) for future adjustments.

-Windows, Mac (Universal) and Linux (x64) versions.
-No internet connection required to work. Install and create art.
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(This app is v0.08, and it is currently in hard development. At this time, I´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).
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 | 8 hours ago |
| Status | Released |
| Category | Tool |
| Platforms | HTML5, Windows, macOS, Linux |
| Publisher | @Pixel_Salvaje |
| Rating | Rated 4.9 out of 5 stars (80 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 $15 USD. You will get access to the following files:
Download demo
Development log
- PixZels v0.008 Update!12 days ago
- PixZels 0.007 is out!54 days ago
- PixZels v 0.006 is out with new features!61 days ago
- PixZels 0.005 is Here!96 days ago
- PixZels v 0.004 is out!Jun 17, 2026
- PixZels Linux Versions x2Mar 30, 2026
- PixZels v0.03 — UpdateMar 24, 2026
- PixZels v0.02: Performance & Precision Update.Feb 27, 2026



Comments
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Pixzels looks very interesting. Does the isometric pixel output include options to render highlighted edges, and add shadow edge outlines to the silhouette? Like in this example I made…
Good point, Metin :)
I've been battling this issue for some days but have had no good resluts yet... But working on this direction yes. :) My main focus is to get the most beautiful pixel art output.
So far I'm also looking into the pixelart precision (to have consistent lines all the time and keep details) and also working on a beter more clever outline. (colured outline and depth detection outline).
Many thanks for the feedback :)
This arcade illustration is really nice :0
That's great, many thanks. I will keep an eye on Pixzels development, and will surely buy it once you've perfected the isometric pixel output with edge highlights and outlines. 👍
:) Thanks
gostei muito do seu projeto eu consigo fazer um diorama nele, parabens pelo trabalho
Eu adoraria ver isso. 😍😍
Hey for the palette colour selection could you include a scroll function so that you can see all of the colours in the pallete currently selected. Thanks
Wow yes
Many thanks :)
Just got this dope app! Its going to completely revolutionize my workflow. I'm wondering if i can ask for a few features?
1. different menu fonts, pixel font is hard to read for me sometimes
2. a way to set the camera and the sun to a numeric value that way I can keep the sun and camera exactly the same between my assets.
again - great application! thank you!
Yes many thonks for the feedback.
Ive written it down for future updates :)
you rock! <3
Hey there, I am loving the look of this tool and just bought it. Looking forward to mess around with it. Also great to see this is in active development, and I am curious. Currently it says it supports 8 - 16 directions. Any chance this could get an upgrade in the future towards 32 direction? And potential drawing layers?
Looking forward to see this project grow. This looks like an amazingly fun tool <3
Hello Zeblackcat.
I would implement a dedicated system for exporting any rotation and any sprite freely... I had some similar requests :)
Many thanks for your words 😍
W... what kind of black magick is this???
😍
This will probably be very helpful for people using MV3D. Instead of having to use MV3D internal textures and stuff you could just model everything out. Im going to check this out later tonight.
I see this tool has so much potential! What is the maximum supported model size in px x px x px?
Hellom VectoRaith.
The actual size is 128.. 256 and 512 are possible but still too laggy and slow... Working atm on optimisation and some changes to allow bigger models; I´m confident it will be possible.
Many thanks for your words :)
i feel like this could be really promising if theres some kind of road map. im interested to see if it fits into my workflow.
it's certainly very interesting and i will probably buy it when i see what the future is for the program. but yeah, its very cool.
Just bought this. Do you think it's possible to give us the capability of specifying how many frames to export instead of just picking 8 or 16?
Besides the preset of animations turn-tables/camera tilt, is there going be dedicated animation mode? For examples having the wheels of a car animate as you rotate the vechile.
I tried it out a little. It's so fun!
Do you have any plans to implement an axis mirror mode or a function to invert the selection? If it would be I'll buy it.
Also, it would be really helpful if I could split parts into layers or separate models.
Hello Shibo.
Is it on my roadmap to add layer sytem and mirror painting and duplicate yes .
Many thanks for your words :)
Then, now I bought it! I can't wait to see how it will become an even more amazing tool.
Many Thanks Shibo 😍
Great tool, it’s very cool! Where can person submit feature requests?
Just requesting or throwing ideas here is fine, the main dev replies to suggestions here. c:
Okay cool thanks, I saw there was mention of a roadmap, any chance the roadmap is visible somewhere so I don’t create duplicate feature requests?
Yes, good point... I will work on it... Although I'm mostly working on my roadmap, evaluating people's feedback... But I have an estimated roadmap :) Thanks.
Looking forward for the steam release
Hi any update on when we get to see the obj + mtl export? and how exactly does it export? as in would the mtl be smoothed out or would it be as sharp and pixely as we see it in pixzels or we get to customize around that?
Latest version 0.007 already export as OBJ
:)
Hello @pixel_Salvaje ,
is there a linux arm version release on the horizon? I'm on chrome os (aarch64) with an arm processor and would love to use the app offline instead of just the webapp. I'm from a 3rd world country so an internet connection is not always available.
Hello Saesi-del I have the build for it.. I can give it to you via Discord... It is ok?
(efebe_)
Yes that'll be great!
Hello pixel_Salvaje,
Recently I've tried to create a tileset of isometric terrain using PixZels, with tiles that are 32x32 each. However, some corner or side tiles have empty space around the edges, which has resulted in a problem: PixZels tries to center the exported image, instead of counting empty pixels as part of the sprite.
Due to this, several tile exports were misaligned and I had to manually shift them around in Aseprite. Is there a way you could make exported files of the same resolution more deterministic? It would really make the app easier to use for this purpose.
Hello DanClypse.
Is there a way I can get a the file or exported image to check the problem exactly?
maybe screenshot here or maybe on Discord? (efebe_)
Many Thanks :)
Oh this looks great.
I've actually been waiting for an extension for Aseprite that does this, but the fact that I can actually get this right away is enticing.
Great :)
There is a dev (https://x.com/Oroshibu/status/1930262532683399235?s=20) who is working on an Aseprite plugin for this... Seems very good and promising :)
Hello @pixel_Salvaje,
Sorry for all the requests below that you have to review, but I also wanted to bring up the topic of the MagicaVoxel (.VOX) exporter.
I think you can actually skip that and handle the export issue more simply. You just need to export as PNG slices. MagicaVoxel v0.99.7.2 supports importing image slices one by one. I’ve attached an example to give you an idea. Please take the time to consider my request, as I believe it would be much easier for you to program an image-slice exporter in PixZels rather than a .VOX format exporter.
A slice exporter would also allow for sprite stacking in 2D isometric games.
Thanks in advance.
Hello Coderzxy54 :)
I need to investigate this deeply... So many requests; it might be useful for users... So far I see a big issue:
-Sliced PNG and Magical Voxels (.vox) use a single colour per voxel... But PixZels uses 6 colours per voxel (1 independent colour per voxel side)... I did that on purpose, so the model could look more realistic and precise, not a blocky model on the corners...
-So with this issue, I think the conversion won't be exactly the same... But it might work for users... I will try out. Currently this is on my To-do list. Atm Im working on the OBJ, MTL and Atlas conversion.
Many thanks for your imput.. Soon will have some results about.
Okay, I understand the problem, but there might be a solution :
By asking users (via a dialog box) to select the painting mode for their model when creating the project, so:
Choice of painting mode:

1/ PixZels method (1 color per face, i.e., 6 faces) => .VOX Export or Slice Export button disabled
2/ Voxels method (1 color per cube) => .VOX Export or Slice Export button enabled
It’s up to you to decide which is less complex to implement.
Sincerely,
Yes Coderzxy :)
The end result of the model will have some colour differences in comparation of the original design... But, in some cases it won't be noticeable.
I will give a try.
Many thanks :)
Really neat app in concept but...
1. PLEASE add some automation for image uploading, say, a image is 50x48 then it should just add empty pixels around it to fit the 64x64 size it wants.
2. Also for some reason ALL fonts are ULTRA tiny? At least the custom small ones render super duper tiny.
3. I noticed drawing is super slow, maybe consider adding some chunk optimization of sorts perhaps? Since it is weird how laggy it is.
4. Is it intentional that the view snaps to the top and bottom but not to the sides? Maybe add a setting to also toggle this? It also seems to snap in a very specific view... which means the model FLIPS while you are trying to paint. It kinda felt weird too when it just SNAP JUMPSCARE. lol
5. Could it start on a new project instead of opening on the default model? because it can be a bit confusing to then want to upload images and it complaining about it, as in, its not intuitive that I had to go out of my way to click clear, then pick size, and THEN finally have my model.
6. Maybe the upload image buttons on the sides of the box should also render on the screen instead of being kinda hidden away when they don't fit the screen? It's a bit confusing also because I can barely read them to start with.
7. On the topic of lag, even the UI is laggy when you are selecting around a model?
8. Custom keybinds would be nice.
9. Can you make line mode always render the pixels it will draw? Since I noticed atm it only renders them if you move your mouse around.
10. Line mode currently doesn't go down steps if a mesh is curvy, which kinda makes line mode for that kind of editing be useless.
11. Maybe add a symmetry mode too? So say, if I erase on one side, it should also erase on X, Y or Z too. So I can shape the model more nicely by just editing from one side.
12. Bucket tool doesn't really seem to fill as visually intended. As in, if there's a ton of black cubes, then it should paint them all as long as they are visually connected, but it doesn't do that, it just paints over the ones adjacent to it.
13. A bind for using a key and then using mouse wheel to increase and decrease brush size would be nice.
14. A smooth boxes mode? Basically say, I want to add a bump, but it looked wrong, so then I wanted to smooth out the connection between the bump top and the bottom, so a smooth tool would handle that by just click it a few times to smooth the surface.
15. Sizes beyond 128 would be nice, since I have vehicle sprites that are bigger than that. In general, odd sizes would be very welcome too.
My screen size is 1920x1080.
If you could look into these issues/suggestions I would appreciate it. Thanks in advance. c:
Really good point, Chillax.
I'll take some time to address these topics and answer all of these points—Your suggestions are really important. Some of them will take me a bit of time to implement, but I'm on track to improve this app and make it a professional tool. It's already very useful for me, but I see that it still needs a lot to improve.
When I spend too much time working on the same project, I get blind spots and it becomes hard to spot the bugs...
Thanks a lot for your feedback!
I'll reply ASAP! :)
I told you that requiring us to change all of our workflow with sprites to fit into 16,32,64 and 128 isn't very pratical..
Imagine if i had to rework and resize all sprites i make and clients send me just to fit those sizes?The first suggestion he said here totally will handle my issue with sprites size.
Thanks! Wakawakamush :)
I haven't had many complaints about this before, but I'll definitely take it into consideration for the next update. Many thanks!
The current system relies on square images for simplicity because each pixel needs to align across the orthogonal views to generate a voxel. If the pixel positions don't match, the app can't determine where to place the geometry in 3D space.
Just to get a bit more context—what image dimensions do you usually work with?
I need to think through this carefully and do some testing. I imagine an extreme non-square aspect ratio (like 1:10) might cause issues. Similarly, if the side images have different dimensions from each other, it will be hard for the system to build the model accurately.
Do you also need to be able to use images with different dimensions for each side?
I'll test this out and let you know what I find!
Thanks again :)
To keep things simple, keep the predetermined sizes for the grid (users don't really care about this), but add an option to align the images uploaded? Then also do that filling in the space with empty pixels internal change I mentioned and the app should accept them just fine.
So, that way you keep everything the same (internally) and the user just has to tweak the images positions to have the right results when creating the mesh from multiple images?
Working on it :) Thanks Chillax :)
Ok.
I don't have a fixed size of sprites i work with, but, the majority of them aren't in those sizes (16,32,64 and 128), they rely on needs of my clients.
'Do you also need to be able to use images with different dimensions for each side?' : yes, as majority of them don't have sides of same size, sadly.
Good :) working on it.
Appreciated! I mainly come from using Blender and Aseprite (and many other tools over the years), so you can imagine my muscle memory going HUH when things didn't felt quite right or I lacked certain tools. lol
Oh, I also wanted to mention one more thing and its how awkward it is to make more organic shapes on models, like for example I was trying to make a hoodie, like the back of the head shape, on my model but it was so hard to make a simple bumpy area that I just gave up (partially why I suggested a "smooth" tool but maybe an alternative now with context given might give you an idea).
My little test render, bit flat, but again, hard to make round stuff. :)
Also I plan to use this tool for my game, so do excuse me if I sound ultra picky, haha, but sincerely, I do it out of passion, this is a really neat tool and I'm getting the hang of it. I feel it's gonna make development time on my game a lot faster for designing vehicles (it was hard to find artists that could work on a very specific angle without often looking wrong, and the ones that did do it didn't like doing it, so the easier it is for my team, the better).
I will admit that when I first picked the tool due to all of the issues I almost gave up on it, but I am a very patient person, so I kept trying and the tool does shine when it works.
Also two more things, sorry, one is that I feel that the camera and the mouse don't feel... correct? often times you try to paint a pixel in 2d mode and it doesn't paint or it paints a wrong place? it has to do with projection.
Second thing is that, pressing the button to expand the window to full size... expands BEYOND the desktop bar? Like it fills the ENTIRE screen, which it should not -- it hides all my stuff if I hit it so I can't change apps by clicking on them, so I have to manually resize it instead. I'm on Windows 10 btw.
And again, sincerely, thank you for making this tool! I'm excited to see it improve overtime. :)
Good Points Chillax..
It is on my roadmap to include a smooth tool... Especially in erase mode to avoid irregular chunks.
The pixel precision is an important issue that needs to be addressed. This app is very early in development and would not be easy to get to a professional level like Blender or Photoshop... My main concern is to create a tool very simple to work with, and all need to be very intuitive... I'm sorry that first encounter with Pixzels was hard... Need to investigate deeply...
My ultimate goal is to create the simplest tool to create pixelart 3d that feels as easy and natural as painting 2d pixelart.
Written down all the points and will keep working.. Many Thanks for your input :)
I would like to be able to see how people work with Pixzels and see where they get lost to understand the weak points.
Hi Chillax I try to adress all this topics:
that allow the user to not lock the views incase need to work on specific angles.
1- Working on multi size upload mode
4-Snap view is possible to snap all sides (back, front, left, right top and bottom sides) and all the isometrics .. There is button called Lock view
5- When I do implement different png sizes that popup telling the user that the png is not correct will not appear anymore. :)
9. "Can you make line mode always render the pixels it will draw? Since I noticed atm it only renders them if you move your mouse around.">>>> Sorry I do not understand this point. If u can explain further will help me out :)
13. "A bind for using a key and then using mouse wheel to increase and decrease brush size would be nice." There is a keyboard shortcut atm (numpad 1-0) to change pencil-eraser size... I might include a custom key to adjust that with the mouse wheel.
15- I notice that big sizes over 128 the app is slow and laggy... I tried several times to improve that but not much advance... I will dedicate a full day on it to improve and optimice the app to be able to create 512px size models.
The rest of the topics are on my list to do, hope I answer all your suggestions... Many thanks :)
Nice! Best of luck btw!
I tested Lock View, and it does no longer snap to inbetween angles like SW, NW, W, E, etc, but it does still snap to the top and bottom? which imo it shouldn't snap to any angle at all when disabled since one would assume it gives full free control when disabled but it doesn't.
Also I think should be named "Snap View" or "Snap to Isometric"? Using the word lock sounds like it restricts your view when in this context its more like a helper, not a "camera lock". Also maybe add a tooltip for the right side buttons in general? It would help to make them a bit more clear.
About point 9, oki, so... Basically if you have your mouse on the model, click somewhere to draw point A, then move your mouse to another spot, point B, KEEP THE MOUSE STILL, and hold shift, it should show you the LINE it would make from point A to point B when you pressed shift.Currently, line mode only shows you the line that would be drawn from point A to point B AFTER you move the mouse after you hold the line button, but if the mouse is completely still, it doesn't show you that line connection.
About 13, ohhh, I was unaware, but yeah, I am used to just be able to just "Ctrl + Mouse Wheel" to change pixel size, and thanks! it will be helpful. In general, the idea is to make it so the user doesn't have to mouse their mouse off where they are painting, since it can get a bit tedious to go back and forward over and over.
OH, in that note, could you make their tooltips also tell you their bind perhaps? That might also be an easy way to make things a bit nicer too, since you just hover over and see the bind it has.
Also I know this is just me being me, but if you do ever need an extra hand developing the tool, in the form of PRs, suggestions of how to approach certain things, optimization tips (which I think you can tell I worry a lot about because it is also one of my favorite things to do when programming lol), or if you need help in general, I am willing to help as I myself develop apps, modding tools, games and tools for game development. If not, it's okey, but I figured to throw that out there. c:
Hello Chillax :) Many thanks for your feedback :)
-working on the snap view and some of your points...
-Point 9.. You are totally right... good point thx I did not noticed that :)
-Currently I'm on a half vacation time... Want to connect via Discord? We can talk about ( efebe_ )
Heyo, of course and awesome to hear! :)
I sent you an invite btw.
Features you need to add ASAP:
1] Being able to include the Back image too, since there are models which will have unique details in their back (it's the case of all models i work with;
2] Add export for magicalvoxel .vox format, so, we can work with other tools beyond yours too.
3] Export obj with mtl material file too.
Also, do you have an email which i can send more suggestions to?
Hello Wakawakamush.
1-The back Image (and all 6 sides images) could be added using Upload sides Button:
2-The magicalvoxel .vox format needs to be tested. But I think it won't be possible because behind PixZels, the tech is not voxels. Voxels have a unique colour for each voxel, and PixZels uses 6 colours on each voxel (each side could have a different colour). That is done to create more precision when the user builds the models. (The models are nicer imo).
3- Obj with mtl it's a must, yes ... Many Thanks,
You can post your feedback here or send me mail (cartade1y0@gmail.com) I write down all the ideas.
Many Thanks for your feedback... That really help me a lot :)
You need to change the program to let us upload images of different sizes than 16,32,64 and 128 pixels. I have sprites of various sizes and that limit is very annoying.
When you're adding the mtl file to be exported alongside obj one?
-Using square sprites of identical dimensions is crucial for precise model creation. Exact pixel placement ensures the model generates correctly, and uniform PNG sizes make calculating these coordinates much easier.
-I will release a new version next week that includes
.mtlfile support.Many thanks :)
I hope you update this your tool in a way that it can handle different sizes, as, right now, isn't useful for me, sadly.
Hello, congratulations on the development of Pixzels. When I import 6 images, one by one to build my model, saving the model doesn't work. However, when I import 6 views into a single image, saving works correctly. Please, could you look into this?
Also, could you add a new export format in a future version that supports the VOX format (MagicaVoxel V1 format, 126x126x126, for example)? Thank you.
Hello Coderzxy... Interesting bug... Many thanks for your info. I was looking into what was triggering this not-saving bug. I'll check it out.
This is a really cool app, is there an official discord where we can make suggestions or ask for help? I think the program would benefit from a video tutorial series as the learning curve is a bit steep. Otherwise a really great app! Some immediate suggestions would be:
Thanks for developing this great app and making it available across multiple platforms! Highly recommend it for anyone on the fence!
Hello Shyufo.
Awesome features that you think of... Some of them I already have on my to-do list. Definitely, I will be adding them because I love all of them :)
Im working atm on a new version and within the coming expansions; I will head in that direction.
I do not have Discord for it but I write down all the comments that I receive from Itch and X.
Many thanks for your feedback. :)
Thank you so much for the quick and kind reply! I love that some of the stuff is already on the to-do list! :) Will definitely support it going forward.
I've linked below an example of the preview window. It's from an abandoned app called SpritePile on itch:
https://www.youtube.com/watch?v=s356D76-nFQ
It has the option to the show a preview window on the bottom right which is constantly rotating while you're building. A few similar programs also have this feature.
Also one final suggestion to add is a shape/geometry tool in addition to line tool. So that we can create flat or 3d boxes/spheres easier! Cheers, and thanks again :)
Really nice addon... I will keep this feature to add on future builds, Many Thanks. :)
I've just bought one ! You are walking the path of Greatness !
Is it normal that the obj export gave me a 3d model without material ? i tried to add the gameboy sample assets in the godot engine and in blender, i only see a good looking grey gameboy ^
never mind i found it ! I had to activate Vertex color and use it as albedo in Godot.
Glad that u found the way... Im not familiar so much on 3d OBJ... I do think vertex color is not the best color export for a 3d model. I will work on export OBJ + MTL
Thanks for the feedback Veveo.
You're welcome !
Also about the 3D export, the mesh looks a like a voxel export with a lot of triangles. When you have time it will be great to add some polygone optimisation during the export. The actual models are un necessary heavy on polycount.
Anyway good job !
hm, i need my assets other way around - i have isometric perspectives so it would me neat to get front/side from them. i assume it's not possible, right?
I think it will not be easy to achieve this :/
Hello, I would like to thank you for the Pixzels app, however i am working on win7(64 bit) and it is not compatible, is there a version/patch that makes it compatible?
On win10 it works fine.
Thanks.
Hello Gkakisdf.
Can we contant via Discord. I will try to fix that. Thanks
(efebe_)
This is becoming more and more of a tool unlike any other especially with the recent update. The potential is all over the place in the best way possible for creatives and hobbyists of the low poly/pixel art community.
Much love for the most recent update @pixel_Salvaje. I don't know how you do it, but much love for the effort that you are putting into this amazing tool this far. 0.005 is definitely a great leap already and can't wait to see what's next in store.
Many Thanks for your words Psychojack88 ♡♡♡
Hello Pixel_Salvaje,
First of all, thank you for developing PixZels.
I would like to ask if a symmetry / mirror editing feature is planned.
For pixel art workflows, it would be extremely helpful to have an option to paint or edit one side of the model while automatically mirroring the changes to the opposite side.
Is this kind of symmetry editing feature something you are already considering for future versions?
Many thanks for your work. PixZels has a lot of potential.
A mirror editing Feature will be added yes... I think is important. Many Thanks
when uploading the example images seperate, the side, top and front, i get many artifacts in the model, why is that? and why does it seem like the example inside the app does not have it? hmm? is there something im missing? will me basing my painting on the example images be wrong? thank you so much for clarifying in advance
I see the issue...
-Need to check the ambulance files, but I think they need to be updated.
-The example model (from the examples button) it is already a cleanup model.
-The main reason is that Pixels cannot determine hidden geometry using ortho images only... Let's say if geometry pixels are inside a fridge model, the ortho images do not give information to the model for the inside of this fridge... The same principle happens on the ambulance... Usually, after creation, I need to cut geometry and paint details to make it perfect. I usually do it with a selection box.
Need to apply some ideas to maybe fix this issue. Need to test.
Thanks for the feedback :)
Oh thank you, yeah logical obscured pixels shouldn’t even be allowed to happen, I thought the like example art would be a great starting point to understand the usage, may I kindly ask you update to like the working ambulance from the examples? I want to be able to open it as sprite and build upon it to create more vehicles, also just to be safe may I ask what’s the license on the example art? I can totally like edit the ambulance and create more vehicle skins right? Once again thank you for responding, the software is great it’s just confusing if I should handle it like a totally 2D editor, or a 3D voxel engine lol
XD I updated the ambulance ortho images... Still, this model, when it is created based on images, has these voxels wrongly extruded due to the geometry... The best way to get the model is to use the JSON upload (Load Model Button) is the clean version of the model.
The ambulance example could be used as personal or commercial use... I have some cars already (Police Car, Pickup and Old Van) on sale using PixZels Json file names that are on sale and can be used for personal or commercial use. I think it is a good option to take existing cars and make modifications to get more different models... It is a good base.
Looking forward to seeing your creations.
Thanks.. If you need anything different let me know.
Is there a workflow for the obj export to set up the textures, or should we just do a triplanar to UV setup?
I could try to export as Obj + Mtl file also.. Maybe it will be better?
Will this ever be out on steam?
Yes, planning to release on Steam.
The ones who purchased on itch will get a key for Steam.
doesn't seem to really work for me? thought it would try and match
details or something and trying to draw in it is basically impossible. is this only intended for square objects? none of your examples show a character spinning or anything fully round. don't really get the point of this if it doesn't work for complex shapes/requires you to draw the sprites in full anyway.
Hello Yua Nizu.
The app is not really good atm for organic shapes. Although it is possible, it is more suitable for blocky assets.
Working on implementing rounded or circular selections, which will help a lot for character creation :)
Many Thanks for your feedback :)
can it export FBX files?
It can export as 3d OBJ Model (v0.05)
:)
Hello! I've found this on Twitter recently and I found it very cool. I have some questions about it:
1. Are LLMs used in any way for this? The word "generate" always give me chills, but you didn't mention anything of the sort so I'm hopeful.
2. Can I export the generated 3D models themselves?
Hello Ruffles Teiv :)
1-The app is a 100% standalone desktop program. When it 'generates' an image, it uses pure mathematical orthogonal interpolation Just classic, predictable code and geometry.
2-I,m planning soon a 3d export for it... Need to hard-test more... The result exported will be a similar of a voxel model.

Thank you very much for your answer!! I'll purchase a copy soon :]
Hello Pixel_salvaje,

First of all, thank you so much for developing this program.
It seems that the program struggles with depth, protruding ceilings in particular. For testing purposes, I drew a simple farmhouse with a hay bale on its left side. This is the Z-Ortho image file I used:
The goal was to have the beige roof extend slightly beyond the brown rectangle, and having a rounded hay bale on a single side. Instead, the result was the following:
The hay bale was cut in half and the brown rectangle was extended beyond its intended limits, resulting in a displeasing protrusion. However, the fridge example you included by default does seem to have complex depth (the blue box inside the fridge that cannot be seen from the Z-Ortho file). How can one replicate such effect?
Hello DanClypse.
I see the issue... PixZels cannot find hidden extrusions correctly.
As with the inside of the fridge, I need to work out the geometry manually because I can only determine the depth of orthogonal views, not hidden geometry... Not sure If I can add a colour detection to fix that missing geometry.
My workaround is to work on these issues after model creation using selections. It is what works best for me so far. :/
Really cute house :) ... Also need to find a way to fix these slopes, like the roof, to be more pleasant to see.
Many Thanks for your feedback; it helps me a lot in finding issues. :)
Thank you for the quick response! I believe I have found an idea that could possibly solve this problem without the need for complex color analysis, through the use of multiple voxel layers. I separated the house in three different Z-Ortho files: one for the base, one for the roofing, and another one for the hay bale, like so:


I loaded each of them individually in Pixzels, and then combined them in Photopea to demonstrate the shape I originally intended to make:
However, it would be amazing to have all shapes loaded at the same time in the program, so that they can cast shadows on one another, and to easily export several angles. Thanks again for your time and effort!
The tool is very cool though it struggles a bit with very small canvas (8x8 and 16x16). it seems that this does not work with voxels because when you edit the "model" it changes the original sprite.
This is really an awesome tool if somehow you could manage some workflow of 1. initial sprite- 2. a voxel model- 3. edit the voxel model toggling on and off the pixelation shader and changing the amount of pixelization/resolution- 4. pixel art touch ups on the export side while navigating with the arrow keys like you do now but between the exported perspectives. Could be a game changer for me
this has a lot of potential but for my needs of very small canvas it might not do the magic well enought for the moment.
i'll keep an eye on it tho
Many Thanks for your feedback, CrisLoyal.
Working in that direction... I will include a voxel model workaround in the next updates :)
I'm gonna take a look at the struggles with the very small canvases issue; it might be an unknown bug.
I think for smaller canvas its just because it doesn't have a lot of space and/or lack of a way of identifying key features
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.
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.
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.
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.
I can understand this one, since it's probably a difficult problem to solve.
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.
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.
It takes up a lot of space and feels unnecessary. Less is more, especially in a tool I would use frequently.
It would be great to have the option to export more viewing angles.
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.
Many many thanks for your constructive feedback Skullbrow, that info means a lot for me.
I appreciate your deep analysis.. I see that you are a pixel artist and understand the medium.
Some of the points are fixed already in the newly v0.004 released yesterday... I will be working on the next points through intensive testing.
I'm aware the tool is not 100% perfect atm, but pushing for getting a professional tool, so far is a very useful tool for my daily work but still needs to improve. Thanks.
If you want to keep on contact and discuss some issues or needs, we can connect via Discord if you feel like (efebe_).
So I'm going to download this new version, I didn't see that one was released yesterday. "Te ad" is the name inside the parentheses, right? Or do I add it using parentheses?
Not sure what you mean by your question...
A new version went live yesterday. If you are running the older version, please delete this old build to get the new fixes. No need to manually rename anything or add extra tags to the folders. :)
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 :)