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Pixelkiln

@pixelkiln.bsky.social
31 followers 1 following 102 posts

Hand-fired pixel UI & game assets for indie devs 🔥 3-theme UI packs: 9-slice sources, engine guides, commercial use OK. → z3er1n.itch.io

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Pixelkiln @pixelkiln.bsky.social · 09/10/2026
If a free extra helps for the tiled view: Krita's View > Wrap Around Mode shows the canvas tiled edge to edge while you paint, so the seam is live as you work on it. Handy for a ceiling pattern like that one, and the file goes back to CSP as a plain PNG.
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Pixelkiln @pixelkiln.bsky.social · 09/10/2026
Dalia and Krag look great, and a face on the shield is a fun touch! On the blur: Bluesky turns a GIF into video, and this one streams at 720x720 at most (360 and 720 renditions). From 3040 px that's a 4.2x squash. A whole-number scale of your canvas at or under 720 should keep the pixels square.
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Pixelkiln @pixelkiln.bsky.social · 09/10/2026
Texel's cel grid in Blender: one row per track (Torch, Main, Glow, Cave), one column per frame. Add Frame copies every track forward, so you redraw the torch and leave the wall. Onion skin ghosts the frames either side at 28%, on that row only. z3er1n.itch.io/texel #pixelart #b3d #gamedev
A screenshot of Blender's Image Editor with the Texel add-on's sidebar on the right. The canvas shows a pixel-art dungeon scene: dark purple stone wall and battlements, a figure in a red tunic holding a torch up and to the right, a gold flame at the top, and a dithered ring of warm brown light around the torch spreading over the bricks. The sidebar shows the Texel tools, a Layers list with Torch F4, Main F4, Glow F4 and Cave F4, a numbered 32-colour palette, and the Sprite section with a frame grid of four tracks by four frames, frame 4 highlighted, then Play at 24 FPS, Sheet, GIF and Export Sheet + JSON.A close-up of the Frames section of Texel's sidebar. Under an Add Frame button sits a grid with four rows named Torch, Main, Glow and Cave and four columns numbered 1 to 4. Every cell holds an asterisk, meaning it has pixels. Column 4 is blue, the frame on screen. The Main cell in column 3 is red, the cel being painted. Each row has up and down arrows to reorder tracks. Below: Play, FPS 24, Sheet, GIF, and Export Sheet + JSON.
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Pixelkiln @pixelkiln.bsky.social · 07/10/2026
Texel has a free demo now. Texel Lite is the second file on the itch page: painting, layers, palettes, selections, zones and texel density, Blender 4.2+. Left out: cel animation, sprite sheet and GIF export, and Showcase renders. z3er1n.itch.io/texel #b3d #pixelart #gamedev
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Pixelkiln @pixelkiln.bsky.social · 07/10/2026
Welcome to the z axis! Two Godot nodes that help with this jump: AnimationTree + BlendSpace1D (idle at 0, then walk, run) driven by velocity.length() via parameters/<name>/blend_position, and SpringArm3D as the camera's parent, Spring Length at your follow distance, so walls pull it in.
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Pixelkiln @pixelkiln.bsky.social · 07/10/2026
Easy one to walk into, and a good one to catch early! A fix that keeps it small for good: make the tower a static Sprite2D and give the flag its own child AnimatedSprite2D. Each frame then holds only the flag's few pixels, and the tower art is stored once. Hope the goblins settle in!
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Pixelkiln @pixelkiln.bsky.social · 07/10/2026
Diagonally adjacent. Diamond is a fixed mask: every texel with |dx|+|dy| <= r, solid, no falloff, so each edge steps one texel per row, corner to corner. The reference layer hides nothing. Stick to odd sizes for now: even sizes are wrong (Size 2 paints nothing). Fixed in the next release.
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Pixelkiln @pixelkiln.bsky.social · 06/10/2026
Felt that. Two UV editor settings that take most of the per-pixel nudging away, with the texture open in the editor: UV menu > Round to Pixels (Disabled by default; Corner pins verts to texel corners as you drag), and Shift+W > Straighten for edge loops that came out wobbly. (4.5.9)
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Pixelkiln @pixelkiln.bsky.social · 06/10/2026
That hotel room has the right PS1 dread, the lamp pools and the striped wallpaper especially. For a crunchier pass: Output > Resolution % at 25 renders it 480x270, and EEVEE's Render > Film > Filter Size defaults to 1.50 px, which softens it back out. Near 0 keeps it hard. (4.5.9)
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Pixelkiln @pixelkiln.bsky.social · 06/10/2026
A 7-texel square brush leaves boxy corners on curves. Texel, a Blender add-on, has three brush tips: Square stamps 49 texels, Round 37, Diamond 25 for isometric floors. Behind them, a reference sketch on a locked layer (35% default) to trace. z3er1n.itch.io/texel #pixelart #b3d #gamedev
A screenshot of Blender's Image Editor with the Texel add-on's sidebar open on the right. On a 64 by 64 pixel canvas with a grey transparency checkerboard, three gold stamps sit in a row near the top, each made with brush Size 7: a solid 7 by 7 square, a round blob with stepped edges, and a diamond with single-texel points top, bottom, left and right. Below them, faint and dark, is a reference sketch of a hooded torchbearer holding a torch up and to the right, at low opacity so the gold stamps read over it. The sidebar shows the Texel panel: New Canvas, the Pencil, Eraser, Line, Rect, Ellipse, Fill and Pick tools, Size 7 with the shape dropdown set to Diamond, Mirror X and Mirror Y, a Layers list holding Layer 1 above a Reference layer, Opacity 100%, a numbered palette, and the Sprite section with Trim to Content, Add Frame and Add Reference.
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Pixelkiln @pixelkiln.bsky.social · 02/10/2026
Texel, a Blender add-on: draw one 80-texel stroke and Radial 8 lands 576 texels around the canvas center. Add Mirror X for 16 stamps, 1,280 texels on paper. 984 land, since overlapping repeats merge. Rose windows, top-down cogs, boss sigils. z3er1n.itch.io/texel #pixelart #gamedev #b3d
A dark card titled 'One drag. Sixteen stamps.' under the line 'Texel, Blender add-on, radial symmetry'. A legend says cream is the stroke you draw and blue is what Texel repeats. Three 64 by 64 pixel canvases sit side by side, each with faint crosshair guides through the centre. Left, 'Radial off, 1 stroke, 80 texels': a single cream hook-shaped stroke in the upper right quarter. Middle, 'Radial 8, 8 stamps, 576 texels': the same cream hook plus seven blue copies rotated around the centre, forming a pinwheel of curling arms. Right, 'Radial 8 plus Mirror X, 16 stamps, 984 texels': the hook plus fifteen blue copies, rotated and mirrored, forming a lace-like flower or rose window. Footer: 16 times 80 equals 1,280; 984 land, overlaps merge. The panel pixels are the add-on's own output, shown at exactly 5x.
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Pixelkiln @pixelkiln.bsky.social · 02/10/2026
Glad you're back at it! One Godot setting to change early for pixel art: Project Settings > Rendering > Textures > Canvas Textures > Default Texture Filter is Linear out of the box, which softens sprites as they scale. Set it to Nearest and every texel stays crisp. (4.7)
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Pixelkiln @pixelkiln.bsky.social · 02/10/2026
Love this, the chunky texels on the lot and the backdrop already sell the PS1 feel. If you want those lamp posts lit: a Spot light under each head, then Light Properties > Beam Shape. Size defaults to 45°, try ~80, and push Blend from 0.15 toward 1 for soft pools on the asphalt. (4.5)
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Pixelkiln @pixelkiln.bsky.social · 02/10/2026
Partly. Each face stores a vertex order when it's created, and Reset puts UV (0,0) on the first one. You can't pick it, and Flip Normals reverses it, which mirrors the UV. Faster fix: rotate one face right, make it active, select the connected quads, then UV > Follow Active Quads. (tested in 4.5.9)
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Pixelkiln @pixelkiln.bsky.social · 01/10/2026
For "where is everything", F3 teaches fastest. Type the name of a tool you already know from other packages, and each result shows the menu path it lives under (Mesh > Clean Up > Merge by Distance) plus its shortcut. A week of that and you have learned the menus in reverse.
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Pixelkiln @pixelkiln.bsky.social · 01/10/2026
You're not doing anything wrong. Reset pins UV (0,0) to each face's first vertex in its internal order, and extrudes and merges leave that order arbitrary. To fix a face, select it and go Face menu (Ctrl+F) > Face Data > Rotate UVs, once per quarter turn. (checked in 4.5.9)
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Pixelkiln @pixelkiln.bsky.social · 30/09/2026
Clean layout for a first pass, and the flat colours suit the low-poly look. One thing before painting more: the empty UV space is black, and mipmaps blend it into edges at a distance, so seams show as dark lines. Fill the background with the skin tone, or raise Options > Bleed (default 2 px).
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Pixelkiln @pixelkiln.bsky.social · 30/09/2026
That projection trick is a great fit for toon hair. Blender has it built in: Texture Paint > Options > External. Quick Edit saves the current view as a PNG and stores that view, then Apply projects the saved-over PNG back from it, so no camera to keep still. Screen Grab Size ships at 512, bump it.
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Pixelkiln @pixelkiln.bsky.social · 30/09/2026
Texel 0.2.0 could erase your art: save, quit, reopen, one stroke, blank canvas. The canvas lived in RAM, and all 14 test suites ran in one Blender, so it never left. Suite 15 reopens the file in a second Blender. Fixed in 0.2.1, eight days late. z3er1n.itch.io/texel #gamedev #b3d #blender
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Pixelkiln @pixelkiln.bsky.social · 29/09/2026
Your workaround is right, and you only need it once. Apply the Mirror, then turn on sculpt mode's own symmetry: the X toggle by the mirror icon in the header. Strokes keep mirroring with no modifier stacking a copy over the mesh, so Remesh stays clean. Symmetrize is in that dropdown if halves drift.
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Pixelkiln @pixelkiln.bsky.social · 29/09/2026
It gets easier quicker than it feels at the start. Two camera settings worth turning on for layout: N panel > View > Lock Camera to View, so orbiting and zooming move the shot itself, and Camera Properties > Viewport Display > Composition Guides for a thirds overlay. Both ship off.
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Pixelkiln @pixelkiln.bsky.social · 29/09/2026
Every dungeon has this pair: a 3.2 m wall and a 0.38 m crate on one 32 px texture, default cube UVs. Detect Density: 2.5 px/unit on the wall, 21.1 on the crate, an 8.4x spread. Apply Density, measure again: 10.5 on all 18 faces. z3er1n.itch.io/texel #pixelart #gamedev #b3d
A dark before-and-after card titled 'Texel measures how big a texel really is: 8.4x spread across one mesh, then 1.0x.' Two Blender viewport screenshots sit side by side, showing the same scene: a tall wall and a small crate on a grey floor, both wearing the same brown-and-cream plank texture. In the left panel, labelled 'Before - Detect Density', the wall's planks are huge flat bands of colour while the crate's planks are small and fine, so the two objects look like they have different resolutions. Beneath it: 2.5 to 21.1 px/unit, spread 8.4x, 2.5 px/unit on the wall, 21.1 on the crate. In the right panel, labelled 'After - Apply Density', the wall is covered in many small planks the same size as the crate's, so both read at one pixel size. Beneath it: 10.5 px/unit on every face, spread 1.0x, 10.5 on the wall, 10.5 on the crate. A footer notes that every figure is printed by texel.density_detect inside Blender, and the after-figure is a second measurement of the finished mesh.
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Pixelkiln @pixelkiln.bsky.social · 27/09/2026
Congrats on finishing the transformation drivers, that face rig is a lot of work! One check before you paint: UV Editor > Overlays > UV Stretch. It colours faces blue for low distortion and red for high, and any red island will smear brushwork. Much cheaper to fix now than after.
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Pixelkiln @pixelkiln.bsky.social · 27/09/2026
They read as pines now, and the silhouettes against that sky work. One trick for card foliage: a Data Transfer modifier, Face Corner Data > Custom Normals, from a cone around each canopy. Then every tree shades as one volume with a lit side and a dark side. glTF export keeps the normals.
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Pixelkiln @pixelkiln.bsky.social · 27/09/2026
Top-down RPG market street. The ground is 40x40 units, the goods on the counters 0.36 across. Left alone, those end up with two pixel sizes. Here all 53 boxes got Apply Density at 44 px/unit, so cobbles, kerbs and stall timber share one grid. z3er1n.itch.io/texel #pixelart #gamedev #b3d
A 3D low-poly market street rendered in warm late-afternoon light, seen from behind and slightly above a blocky character in a striped red tunic who holds a lit torch straight up. The street is paved with tan and brown pixel-art cobbles, edged on both sides by grey stone kerbs. Wooden market stalls with red sloping awnings stand on either side, with green crates of goods on their counters and small wooden boxes beside them. Long diagonal shadows cross the paving. Every surface, from the large paving stones to the small crates, shows square pixels of the same size.
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Pixelkiln @pixelkiln.bsky.social · 26/09/2026
The UV map thingy is UV > Export UV Layout in the UV Editor, and it works fine for low poly. Two settings for an Aseprite workflow: Size defaults to 1024x1024, so set it to your texture's real size, and Fill Opacity 0 gives clean outlines. Paint on a layer above it, hide it before export.
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Pixelkiln @pixelkiln.bsky.social · 26/09/2026
The face reads really well for a hand-built low-poly. For the stretched bits like the shin stripes: project a photo that sees them head-on into a second UV map, then use the Clone brush in Texture Paint. In Single Image mode, tick Clone Map and pick that photo + UV map as the source. (4.5)
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Pixelkiln @pixelkiln.bsky.social · 26/09/2026
It looks good, and the switch clearly suits you. The little grass tufts at the base of each post do a lot to seat the fence in the field. One cheap add: a 2-3 px tall ellipse under the character, a step darker than the grass, so they read as standing on the ground rather than above it.
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Pixelkiln @pixelkiln.bsky.social · 26/09/2026
She's coming together! For the jumble: UV Editor, select all, UV > Average Islands Scale, then Pack Islands. Right now the legs hog the sheet and the arms get scraps. Do it before painting more, since it moves islands off the paint. For PS1 crunch, set the Image Texture node to Closest.
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Pixelkiln @pixelkiln.bsky.social · 25/09/2026
It can work. What makes it read as a choice is scale: draw the UI on one grid and only scale by whole numbers. 640x360 at 3x fills 1080p exactly; at 1.5x some pixels land 1 wide and some 2, and that wobble is what clashes with 3D. Godot 4.2+: Stretch > Scale Mode, integer (default fractional).
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Pixelkiln @pixelkiln.bsky.social · 25/09/2026
Congrats on finishing solo, that's the hard part. For the next GB jam: in Eevee, Shader to RGB into a Color Ramp set to Constant, four stops on your palette, pins it to 4 colours. Film > Filter Size ships at 1.5 px (set 0) and View Transform at AgX (use Standard), or edges blend and hexes drift.
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Pixelkiln @pixelkiln.bsky.social · 25/09/2026
8-frame dungeon walk, 64x64, 12 fps. Frames 0 and 4 hold 2 ticks (167 ms), the rest 1 (83 ms). The flame is its own track on a 4-frame loop, out of step with the walk, and he is never redrawn. Exports a 256x128 sheet + JSON with every hold. z3er1n.itch.io/texel #pixelart #gamedev #b3d
An eight-frame pixel-art sprite sheet laid out four across and two down, enlarged five times with hard square pixels. Each frame shows the same character in a dark red tunic with a brown belt and brown hair, standing in profile facing right in a dark purple brick dungeon corridor, holding a lit torch up and forward on a wooden pole. A round, dithered patch of warm orange light surrounds the torch and lights up the brick wall behind him, and a small dark shadow sits under his feet. Across the frames his legs step apart and back together and his body bobs by one pixel, while the torch flame changes shape on its own shorter cycle and a single spark drifts upward above it.
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Pixelkiln @pixelkiln.bsky.social · 24/09/2026
Getting procedural-looking patterns out of checker deselect and knife cuts is a good trick. One on the random select: Seed defaults to 0 and it's deterministic - run it twice and the identical faces come back. Bump Seed in the F9 panel to reroll. Measured on a 400-face grid, 4.5.9.
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Pixelkiln @pixelkiln.bsky.social · 24/09/2026
Ha, the two-stage version of the problem. Edit Mode, select all, U. Worth knowing before you pick: Cube Projection lays all six faces of a box over each other on one square, so every side shares a texture region. Smart UV Project gives each face its own cell. Measured both in 4.5.9.
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Pixelkiln @pixelkiln.bsky.social · 24/09/2026
Oakheart Exteriors v1.3: this pack had four wall tiles and all four were flat fills. Nothing ended a wall, nothing met the ground. Every material now has the 8 pieces it lacked - corner posts, a stone footing, an eave shadow. 138 to 170. Free for owners. z3er1n.itch.io/oakheart-exteriors
A wide, near-black promotional card for a pixel-art village tileset. A small orange kiln icon sits at the top, under it in large cream pixel lettering 'OAKHEART EXTERIORS V1.3', and beneath that a gold line reading 'A BUILDING STOPS SOMEWHERE'. The lower two thirds hold two square panels side by side on grass, each showing the same stone cottage under the same straw-thatch roof, so the only thing that differs between them is the wall. The left panel is labelled 'V1.2' in muted grey. Its wall is a flat field of grey coursed masonry that simply stops: the left and right edges end mid-brick with nothing marking a corner, the bottom edge meets the green grass with no footing, and the top of the wall sits flush against the thatch with no shadow. The right panel is labelled 'V1.3' in gold. The same wall now has a pale vertical column of larger dressed quoin blocks running down each side, separated from the rubble field by a dark joint, so the building has a defined silhouette. Along its base runs a dark blue-grey course of foundation stones with a lit top ledge, sitting the wall into the ground, and along its top a band of deep shadow falls from the overhanging roof and fades downward into the lit masonry. Beneath the two panels, a cream line reads '32 NEW TILES, 170 IN THE PACK. FREE UPDATE.' and a gold line underneath reads 'Z3ER1N.ITCH.IO/OAKHEART-EXTERIORS'.
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Pixelkiln @pixelkiln.bsky.social · 23/09/2026
Cultic being one person and plain Blender is a good sign for this. One default worth flipping early if you do: Output Properties > Post Processing > Dither ships at 1.0, adding noise to 8-bit renders to break banding. On flat pixel-art colour it just speckles it.
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Pixelkiln @pixelkiln.bsky.social · 23/09/2026
That edge-crossing trick is lovely. There's a switch that makes it exact rather than eyeballed: in the UV editor, UV menu > Round to Pixels > Corner. It ships Disabled, so once it's on every UV you drag snaps to a pixel corner. Center mode sits things mid-pixel instead.
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Pixelkiln @pixelkiln.bsky.social · 23/09/2026
One 64x64 plating tile, three bays. Two are that tile's palette hue-shifted -128 and +158 degrees, sat +55% and +70%. Indexed canvas, so no pixel moves - only what each index means. Sci-fi cargo corridor, all at 48 px/unit. z3er1n.itch.io/texel #pixelart #gamedev #b3d
A pixel-art sci-fi cargo corridor rendered in Blender, looking down the length of a ship's hold. The walls on both sides are built from stacked rectangular locker panels, each panel carrying three small horizontal vents and a diagonal black-and-yellow hazard stripe running across it. The nearest bay on the left is olive green, the next bay along is a warm orange-brown, and the far bay is pale grey-blue, but all three are plainly the same panel artwork in different colours. Grey structural ribs separate one bay from the next. Down the centre, a lit ceiling strip of pale panels runs away from the camera toward a bright doorway at the far end, throwing soft light onto a floor of large square deck plates. A wooden crate with hazard striping sits in the lower left foreground, a small green crate rests midway down the corridor on the left, and a dark grey crate with a yellow stripe sits at the lower right. Every surface - crates, wall panels, ribs and deck - carries pixels of the same size, so nothing changes resolution as the corridor recedes.
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Pixelkiln @pixelkiln.bsky.social · 23/09/2026
The dialog itself is C++, no script hook. The menu around it is open though: gui.xml marks it group="tag_popup_properties", so plugin:newCommand{group="tag_popup_properties"} drops your item right beside Properties - open a Dialog there and read/write tag.properties.
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Pixelkiln @pixelkiln.bsky.social · 21/09/2026
Face reads great at viewport scale, the brows especially. Easy to miss: Texture Paint has symmetry, but its sidebar panel is collapsed by default. The X/Y/Z toggles sit in the header by the mirror icon - and in 4.5.9 it is the same per-mesh flag as Edit Mode's X-Mirror, not a separate one.
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Pixelkiln @pixelkiln.bsky.social · 21/09/2026
You may not need the UI for the storage half - tags already hold arbitrary custom data. tag.properties.frames = "EFGH" writes into the .aseprite and reads back on reopen, and tag.properties("your.ext.id") gives a namespaced set so keys can't collide. Just round-tripped both.
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Pixelkiln @pixelkiln.bsky.social · 21/09/2026
The silhouette already reads as a clown bunny with nothing on it but grey - the hat sitting between the ears is doing a lot of work. One to know before you paint far: a new paint texture only lives in RAM. Save the .blend, reopen, it's blank. Image Editor > Image > Pack. (4.5.9)
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Pixelkiln @pixelkiln.bsky.social · 21/09/2026
First draft: two greys, two tans, three browns, none really distinct - seven pairs under 12 dE76. Rebuilt on hue coverage. 24 ramps, 8 steps, closest pair 14.0 dE. Free, CC0, .gpl - opens in Aseprite, Krita and GIMP. z3er1n.itch.io/texel-material-palet… #pixelart #gamedev #b3d
A wide dark charcoal reference sheet headed, on an orange band, 'TEXEL MATERIAL PALETTES' at the left and '24 RAMPS - 8 STEPS - CC0' at the right. Below it, twenty-four colour ramps are laid out in three columns of eight. Each ramp carries its name in a cream serif face at the left and its darkest and lightest hex codes at the right, written as a start arrow end, above a horizontal bar divided into eight equal blocks running dark to light. The left column reads Granite (#38383b to #b1aeb9), a cool grey; Marble (#4e4a48 to #f2f0e1), warm off-white; Slate (#262e33 to #7680a0), blue-grey; Redbrick (#3f1d20 to #c57e5b); Sandstone (#4a382d to #e8d68c); Loam (#140d0b to #806645), a very dark brown; Moss (#2a331a to #64a052); and Oakwood (#372017 to #ac8b48). The middle column reads Pine (#14211a to #548c87); Seafoam (#334c3b to #a0efd8); Deepwater (#0e1b27 to #353f92); Orchid (#4c2b48 to #ef86b7); Verdigris (#203f35 to #63bec5); Copper (#4c1c15 to #ec9c42); Gold (#4e3718 to #f5ef4a); and Steel (#3e4a4e to #c2d2f2). The right column reads Bronze (#392c16 to #afb344); Rust (#270d0b to #925a29); Ember (#501010 to #f98232); Torchlight (#3f200e to #c5a22c); Arcane (#2f224e to #ca6af2); Venom (#2d471e to #5ede62); Frostfire (#1a4c4c to #50aeec); and Bloodmoon (#3b1428 to #b93e4b). Every ramp visibly shifts hue as it lightens rather than simply getting paler. Across the bottom, a single full-width bar of twenty-four blocks is labelled '_all-midtones.gpl' at the left, with 'one mid step from each of the 24, for blocking out a scene' at the right. A footer strip reads 'PIXELKILN' on the left, '216 COLOURS - .GPL' in the centre and 'Z3ER1N.ITCH.IO/TEXEL' on the right.A dark charcoal cover card. An orange band across the top reads 'FREE' at the left and 'CC0 - .GPL' at the right. Beneath it, small orange lettering reads 'FOR PIXEL ART IN BLENDER' above a large two-line title, 'Material' in cream and 'Palettes' in orange, both in a heavy serif. Under the title, in a typewriter face, three lines read '24 ramps, 8 steps each.' then 'Stone - Nature -' and 'Metal - Effect.' Below that sits a rendered pixel-art sphere in coppery browns, lit from the upper left, its shading stepped into visible blocks rather than smooth. Filling the right half of the card are eight horizontal ramps stacked in a column, each divided into eight blocks running dark to light: a red-to-orange ramp, an olive-to-yellow ramp, a dark-to-mid green ramp, a teal ramp, a blue ramp, a deep navy-to-indigo ramp, a purple-to-magenta ramp, and a maroon-to-tan ramp. A footer strip reads 'PIXELKILN' at the left, '192 COLOURS' in the centre and 'TEXEL - ASEPRITE - KRITA - GIMP' at the right.
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Pixelkiln @pixelkiln.bsky.social · 19/09/2026
Using the UV layout as a guide layer is a solid way to work. One default worth changing: Export UV Layout comes out 1024x1024 whatever your texture is. Export at your real texture size - it rasterises UV 0-1 straight into a buffer that size, so the lines sit on true texel edges.
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Pixelkiln @pixelkiln.bsky.social · 19/09/2026
On T2 - if you want to see where density actually diverges, the UV editor's Display Stretch overlay maps it per face. Two defaults get in the way: it's off, and it opens in Angle mode, which is shape distortion. Area is the one that tracks texel density. (4.5.9)
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Pixelkiln @pixelkiln.bsky.social · 19/09/2026
Eight directions sharing one animation set is the right way to build a series - packs 2 and 3 get much cheaper. One setting worth locking in before those: Render Properties > Film > Filter Size defaults to 1.50 px, which softens sprite edges. Minimum is 0.01.
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Pixelkiln @pixelkiln.bsky.social · 19/09/2026
The carved arch and that keyhole are reading really well at this size. The one that gets everyone first time: Image Texture nodes default to Linear interpolation, so Blender smooths between your texels. Set it to Closest and the edges go hard.
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Pixelkiln @pixelkiln.bsky.social · 19/09/2026
Ha - just re-checked in 4.5.9: uv.project_from_view ships orthographic=False, so the viewport's perspective divide rides into the UVs. The other default that bites: camera_bounds=True. With a camera in the scene it projects from the camera frame, not from what you are looking at.
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Pixelkiln @pixelkiln.bsky.social · 19/09/2026
Oakheart Interiors v1.3: the walls turn now. Through v1.2 the pack had 18 wall tiles and none of them turned a corner. 39 new ones fix it: side walls, inner corners, front walls, pillars. Free for everyone who owns it. z3er1n.itch.io/oakheart-interiors #pixelart
A dark promotional card for a pixel-art interior tileset. A black band across the top carries cream pixel lettering reading 'OAKHEART INTERIORS V1.3' and gold lettering reading 'THE WALLS TURN NOW - 39 NEW WALL TILES'. Below it, filling the card, is one top-down pixel-art room drawn on a 16x16 grid and shaped like an L: a tall bay in the upper right and a wider main room running the full width beneath it, so the upper-left quarter of the frame is empty background. Every edge of the room is a wall, and a thin gold outline is drawn around the wall sections that are new in this update - the wall running down the bay's left side toward the viewer, the corner where it turns into the main room's back wall, the main room's left and right side walls, the front wall along the bottom, and a free-standing pillar. The bay's floor is grey stone and its back wall carries a kitchen: a stove with a lit orange door, a counter, a white washbasin, a dark cauldron and a rack of green bottles, with a barrel, a crate and a terracotta pot below them. At the foot of the bay a dark slatted bar counter stands beside two banded kegs, a pair of pale mugs and a second bottle rack, with two stools in front and a platter, a golden loaf and a wedge of cheese beside them. In the main room, the left corner holds a bed with a blue blanket, a dark cabinet, a chest and a round green rug. In the centre of the back wall a fireplace burns orange between two bookshelves of green-spined books, and in front of it a large red carpet carries a table, two chairs and a stool. Against the right-hand wall stand a bottle rack, two potted plants, a barrel, a sack and a pile of straw. The floor between those groups is bare boards. A black band across the bottom reads 'OUTLINED IN GOLD: EVERY PIECE V1.2 DID NOT HAVE' in cream and 'FREE UPDATE - Z3ER1N.ITCH.IO/OAKHEART-INTERIORS' in gold.
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Pixelkiln @pixelkiln.bsky.social · 16/09/2026
Halve a corridor tile with a filter and it stops being pixel art: 118 colours that were never in your palette, 112 texels at partial alpha, so the outline is no longer an edge. Texel drops whole texels instead. 11 colours, all yours. z3er1n.itch.io/texel #pixelart #blender #gamedev
A dark comparison card headed "TEXEL - SCALE A SELECTION". The headline reads "Halve a sprite in Texel: no new colours. Halve it with a filter: 118 of them." Below it: the same 46x46 sprite, halved twice, its palette holds 12 colours, and only one of these two results stays inside it. Two panels sit side by side on a checkerboard transparency background, each showing the same torch-bearing character sprite in dark red and gold at 23x23. The left panel is labelled "WHAT TEXEL DOES": the sprite is hard-edged, every pixel a crisp square block, and underneath it reads "Nearest neighbour - whole texels dropped" with three figures: 0 colours off-palette, 11 colours total, 0 soft-edge texels. A strip of 11 colour swatches runs beneath, captioned "every colour was already in the source palette". The right panel is labelled "BILINEAR, ON THE SAME FILE": the same sprite is visibly blurred and smeared, the torch flame bleeding into the background, and underneath it reads "Bilinear - neighbours averaged together" with three figures: 118 colours off-palette, 120 colours total, 112 soft-edge texels. A much longer strip of 120 muddy swatches runs beneath, captioned "and the outline is no longer a hard edge". The footer states: left is Texel's own core.select.transform_region, the shipped function, not a stand-in; right is Pillow's own Image.BILINEAR on the same file - what interpolation does to indexed art, not a claim about anyone's product. Both generated, never mocked up. The card is signed z3er1n.itch.io/texel.
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