Pixor for Blender
Keep modelling and animating in Blender. Pixor takes it from there: every side, every frame, a look that matches across your game.
The workflow
- Model and animate in Blender as usual: actions become Pixor actions, named parts and materials become parts and ramps.
- Export a glTF (
.glb) and open it in Pixor. - Render in Pixor: pick the sides, the actions and the look.
- Change the model and export it again. Your Pixor project keeps every setting, and the same settings give the same pixels.
Tips for models that render well
- Closed meshes, no duplicate vertices along seams, no faces without area: Pixor draws every triangle, so holes show.
- Name your materials: the same name gives the same colours across every model of a game.
- Keep it low-poly: far more triangles than the sprite has pixels turns to mush at 32 px. Pixor can warn you.
- Metres, Z up in Blender (the glTF exporter turns it into Pixor’s Y up), front facing −Y.
The free library’s 1,000+ assets are all made this way, each with its .blend: open one to see how.
Questions
Can Blender render pixel art by itself?
Yes, with shaders and add-ons that pixelate the render. They give a pixelated picture; Pixor gives pixel-art sprites: one pixel scale for the whole game, a fixed pivot, palette ramps, selective outlines, flicker held down, and sheets for your engine.
Do I need to export from Blender?
Yes: export a glTF (.glb), FBX or OBJ and open it in Pixor. glTF keeps your actions, parts and materials.