Picture in · pixel art out

Image to Pixel Art — Upload a Picture, Get Pixel Art

Your picture goes in; pixel art comes back — same face, same frame, chunky square pixels.

Inazuma city at night — 240×135 — A wide location cover through the grid: castle, harbour and lightning all still readable.Liyue Harbor — 240×135 — Terraces, junks and lantern rows survive because the sky was flattened into three tones first.Katagiri High corridor — 240×135 — A crowd scene is the hard case: the pupils lose their faces, the corridor keeps its light.Dawn on the Thousand Sunny — 240×135 — Two figures at 240 cells wide; the straw hat and the swords still say who they are.
✦Grid
Turn the picture I attach into 16-bit pixel art at 72×72 with 20 colours — keep the pose, the face and the framing; big square pixels, limited palette, no anti-aliasing, no text; save it as a 1:1 image work.
Raiden Shogun — 72×72 — The shoulder plate, the katana and the violet lightning all survive the drop to 72 cells.
Raiden Shogun — 72×72 — The shoulder plate, the katana and the violet lightning all survive the drop to 72 cells.
Zhongli — 72×72 — Gold trim and the staff read as three flat tones; the eye colour still lands.
Zhongli — 72×72 — Gold trim and the staff read as three flat tones; the eye colour still lands.
Nahida — 72×72 — A pale card background is the easy case: the leaf pattern stays a pattern instead of noise.
Nahida — 72×72 — A pale card background is the easy case: the leaf pattern stays a pattern instead of noise.
Hori Kyouko — 72×72 — A face on a 72-cell grid: each eye is a handful of pixels and still reads as her.
Hori Kyouko — 72×72 — A face on a 72-cell grid: each eye is a handful of pixels and still reads as her.
Miyamura Izumi — 72×72 — Sixteen colours for hair, skin, jacket and the neck chain, with nothing spare.
Miyamura Izumi — 72×72 — Sixteen colours for hair, skin, jacket and the neck chain, with nothing spare.
Monkey D. Luffy — 72×72 — The straw hat, the scar and the sunset sea behind him all make it through.
Monkey D. Luffy — 72×72 — The straw hat, the scar and the sunset sea behind him all make it through.
Roronoa Zoro — 72×72 — Three swords and one green coat — at this size the silhouette does the work.
Roronoa Zoro — 72×72 — Three swords and one green coat — at this size the silhouette does the work.
Gojo Satoru — 72×72 — A flat grey background, so every colour goes into the uniform and the raised hand.
Gojo Satoru — 72×72 — A flat grey background, so every colour goes into the uniform and the raised hand.
Before / after — Nami at 64×64 — Left is the picture that went in; right is what comes back on a 64-cell grid.
Before / after — Nami at 64×64 — Left is the picture that went in; right is what comes back on a 64-cell grid.

What happens inside Studio

You attach a picture and name a grid. The model redraws the picture at that scale, and Studio keeps the result as an image work in your world — beside the cast, the places and everything else you build there. Come back later to push the same character into a scene, a sprite sheet or a game screen.

  • The grid you name. 64 for a sprite, 96 for a portrait or a sticker, 128 when the face has to survive, 160 wide for a background. Block size decides everything else.
  • A palette you can count. 12, 20, 24. Fewer colours force clearer shapes, because the shading has to be spent on connected regions.
  • A place to keep it. Every result lands as an image work next to your characters, so a converted portrait can become a sprite, a scene or a title screen.

Questions people ask before they upload

Is this a pixelation filter or a redraw?

A redraw. A filter blocks up the pixels you already have, so a face turns to mush on a small grid. Here the picture is redrawn at the grid you name, with a palette chosen for that size.

What kind of picture works best?

One clear subject: a portrait, a character card, a game screenshot, a location shot. A group photo loses faces below about 96 cells; a single figure holds up at 64.

Which grid size should I pick?

64×64 for a sprite, 96×96 for a portrait or a sticker, 128×128 when the face matters, 160 across for a game background. The smaller the grid, the more the silhouette has to carry.

How many colours?

12 to 24 is the useful range. Fewer colours make shapes clearer and palettes easier to reuse; past 32 the result starts to look like a small photo rather than pixel art.

Can I use my own palette?

Yes — name it in words. “Four-shade green Game Boy palette” or “the SNES palette of the original” both work. A swatch file is not needed.

Will it still look like the person?

If the face is visible in the picture, yes. Hair shape, eye colour and one accessory carry most of the likeness, and those are the last things to go.

Is my picture uploaded?

Yes. It is sent to the image model as the reference for the redraw and stored with the work in your world. It is not used to train anything — that is the honest difference from a browser converter that never leaves your machine.

Can I use the result in a game?

Yes. Ask for a PNG with a flat or transparent background and you get a texture an engine can scale, or a sprite that drops into a tilemap.

One picture is all it takes.

Attach a photo, a screenshot or a character card, then name the grid. The pixel art comes back in the same world.

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