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

  1. Model and animate in Blender as usual: actions become Pixor actions, named parts and materials become parts and ramps.
  2. Export a glTF (.glb) and open it in Pixor.
  3. Render in Pixor: pick the sides, the actions and the look.
  4. 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.

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

Try in browser Get Pixor