Tune density, palettes and dithering.
Strong pixel art is selective. Density controls shape, palettes control visual hierarchy, and dithering controls texture.
Pixel density defines the drawing
Density sets the number of output cells along the longest edge. It changes the artwork’s real grid dimensions, so it determines how many decisions the image can contain.
Palette controls visual hierarchy
Automatic palette mode derives representative colors from your image. A smaller color count produces stronger grouping; a larger count preserves subtle gradients but can make the result feel photographic.
- Use 6–10 colors for a graphic, poster-like result.
- Use 12–20 colors for a balanced illustration.
- Use a preset palette when you want a deliberate game-era character.
Palette changes rebuild the generated base. Your pencil, fill, eraser, and restore decisions remain on the edit layer above it.
Dithering trades smoothness for texture
Dithering uses patterns of available colors to imply intermediate tones. It is most useful when the palette is intentionally small.
- Clean
- No patterning. Best for icons, UI art, and flat illustrations.
- Ordered
- A regular texture with a deliberately retro appearance.
- Diffuse
- A more organic distribution that preserves photographic shading.
Start with low strength. Heavy dithering can hide edges and make hand editing more difficult.
Adjust color before repainting
Brightness, contrast, and saturation are conversion-level controls. Use them to create clearer color groups before reaching for the pencil.
- Increase contrast slightly when subjects blend into the background.
- Reduce saturation when automatic palettes feel chaotic.
- Raise brightness carefully when dark regions collapse into one color.
Useful starting recipes
Clean dithering, stronger contrast.
Clean or low diffuse dithering.
Low ordered dithering for texture.
Clean conversion, then repaint edges.
Use the pixel art size guide when the subject still feels too detailed or too abstract after tuning its colors.