格 千格 KiloCell

Online pixels editor

From 16x16 to 128x128, draw game icons, characters and pixels quickly

16x

Pixels Editor: How to quickly solve the problem of "not painting" and "cleaning"

Many people experience the same difficulties when they first do pixels: contours shake, colour dirty, narrow paste, and magnify and serene. The core cause is not usually “no drawing”, but the process is not correct. Pixels are not traditional digitized ideas, but are schematic, after-sight. The value of this online editor is that it is useful to break down your usual steps into duplicates and reduce re-entry.

1. Size-setting to avoid later redrawing

Once the pixel material is scalded wrong, subsequent changes are costly. Suggests that icons start with 16x16 or 32x32; Role or props available 48×48、64×64。 You can fix the contours with small sizes, then expand the details and find style directions faster.

To address the top colour inefficiencies with "fill + colour"

First scholars often paint pixels, at a slow and disunified pace. The correct approach is to draw a brush and outline it, then fill it with a one-time colour, and then use colour to create a local shadow between the adjacent colours. And that way you're not only faster, but also more stable in color.

3. Control of border quality with grids and scaling

The pixels are the most afraid of the edges of "stairways". You can drop the check lines at a high double scale, and then cut back to the actual size preview to confirm the view. Only good-looking, reduced-and-unrealized holes are common in magnifying maps. Grid switches help you judge whether every step is necessary to keep them.

4. Reduce trial error costs by setting off re-engineering

The essence of pixel creation is a double-comparison version. Instead of hesitation, try quickly: a version is bright, a version is dark, and a comparison is made. The withdrawal of the re-engineering has made you more willing to try new solutions and avoid “fearing to change” that could lead to the stagnation of the work.

5. Final list of checks prior to export

Export PNG It was suggested that three points be examined: first, if there were isolated noise points on the edge; Second, whether the subject-to-back is sufficient; Third, whether the subject can be identified at a glance in real size. After these three steps, you can use the material directly for the game interface, header, logo and pixel posters.