Palettes and ramps

Pixel art lives or dies by its palette. Pixor builds one the way an artist would, or uses yours.

Ramps from your materials

Each material becomes a ramp: a few shades from dark to light, with the hue shifted warmer in the light and cooler in the shadow, as pixel artists do by hand. The same material name gives the same ramp in every model of a project.

Hue shift 0 degrees
hue shift 0°
Hue shift 9 degrees
hue shift 9°
Hue shift 25 degrees
hue shift 25°

Or your palette

Load a Lospec .hex or a GIMP .gpl palette, or pick colours from a picture, and Pixor snaps its ramps to it. Seven palettes come built in.

The pixor-16 palette
pixor-16
The pixor-8 palette
pixor-8
The dusk-12 palette
dusk-12
The forest-12 palette
forest-12
The desert-12 palette
desert-12
The ice-10 palette
ice-10
The mono-8 palette
mono-8

Indexed, ready for palette swaps

Sprites are written as indexed PNG: every pixel is a palette entry, so palette swaps, team colours and hit flashes work in your engine. Pixor can also export variants (team colours, frozen, poisoned, night) and stay within a console’s limits: Game Boy, NES, PICO-8, TIC-80, C64.

Try it on your own model, free in your browser, or get the full version.

Try in browser Get Pixor