
A downloadable tool
https://youtube.com/playlist?list=PLiSYsAjT_ur3QLja4bS4KSvEWbZ4KN0oP
• Robust Dither blending Controls
•Create your own Dither Styles with any resolution textures
• 3 Quantization Modes:
New!Generate Custom Color Palette - Analyzes the contents of your image to create the best color palette, with up to 256 colors and infinite controls.
Per Channel - Reduces the bit depth of the image
Lookup Table - Provide a custom color palette in the form of a LUT. 10 presets are included!
• Two image Resample modes - Nearest Neighbor and Nearest Softer
• Automatically keeps pixels square when the image is not square by default, keeping controls simple
• Unlock the pixel dimensions to create non-square pixels!
This is a Single Seat license: One person per seat, not for redistribution.
| Status | Released |
| Category | Tool |
| Rating | Rated 5.0 out of 5 stars (30 total ratings) |
| Author | Action Dawg |
| Made with | Substance Painter & designer |
| Tags | Game Design,Low-poly,n64,pixel,pixel8r,Pixel Art,pixelator,PSX (PlayStation),Retro,substance |
In order to download this tool you must purchase it at or above the minimum price of $35 USD. You will get access to the following files:
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Is there any chance you would be interested in making a similar addon for substance designer? The main reason I want the addon for both is the nearest neighbor filtering for viewport to make it easier to work with low res textures and seeing the actual end result in the same app without having to export the materials elsewhere, it's a shame Adobe doesn't simply allow us to change the filtering type.
Thanks! So there's a workaround for that!
The way Painter works is to convert height to normals at the very end. So if you use Pixel8r on a heightmap, it's internally of course still whatever your project resolution is and you get stairsteps when it converts to the full res normal.
What you need to do is convert height to normals yourself, making sure to black out the heightmap afterwards, and use Pixel8r on the normals. That'll get you the right look.
Hi! I'm using the "Lookup Table / Palette" quantizationtype mode and the "Custom Pallete" LUT mode. However some of the colors included in my custom pallet are excluded,, even when I disable baked lighting and paste one of their color codes directly into a fill layer. Is there a restriction to how many colors can be in a custom pallet? Because mine uses 39 colors. Thank you and I love your software!!!
There's a max of 256 colors. The only reason I could see it failing is if it doesnt think the palette color is a good match for anything in your texture. But if you put a solid fill of that color in and its still not picking it, that does sound like a bug or some issue in configuring the filter. Could you share images of the problem your having?
https://docs.google.com/document/d/1tTkqUnxPD-ukXb9w0o59ECPy6VYv8IhcuJ7u7PcRMKA/...
Itch wouldn't let me upload the pictures directly so I put them into a google doc.
I tried using the regularly sized palette and also the enlarged palette (idk I thought maybe that'd fix things lol). The color code for the color I was trying to apply is #46332c, but I believe some other colors from the palette might be absent in the pixelization as well. I can also share the project file if needed.
Thank you for your help!
Hi! Any updates? Sorry if I'm nagging, I've just used Pixel8r for all of my project's previous assets and if I switch things up now it'd look weird and I cant get the pallet to work. I'm sure its some user error on my part. Does a pallet have to be set up in a certain way to work properly? Or can it just be a PNG with a pixel of each of the desired colors? Because that's what I've been doing.
I was wondering if, for usage on a free school group project game, liscense wise, multiple people must buy the filter, or could just one person who has already bought it (myself) just apply the filter to the textures the other people doing texturing has made or share the filter specifically and only for this.
Hello, I’m considering developing a project in Unity with a 3D pixel art style. However, before purchasing, I wanted to ask this: for hand-painted models to appear as they do within the project, they need to be unlit. When they are unlit, playing with lighting becomes quite limited. With this tool, do I need to use unlit materials to achieve the same look as in Substance, or can the tool generate a good normal map during painting that works well with light sources? Is there any example Unity scene I could see? Depending on the situation, I’ll either use this package to create meshes or go with a pixel shader.
You could look at ULTRAKILL, or a number of 3D Realms games for examples of work made with Pixel8r. It looks pretty good lit or unlit and you can always paint or bake more or less lighting into the textures depending on your needs. You can also preview in Painter with or without lighting. It does support normal maps, though I'm not sure of any games offhand which use them. I've made a few tutorials for Pixel8r showing off unlit, lit, and PBR lit workflows.
so to basically fund continued development of my filters, the way I structure things is that full version bumps are paid major updates/overhauls (ie people who bought any 1.X version didn't get 2.X versions for free).
but any .X updates are free, with .5 updates being big freebies.
more to the point though, it's definitely not a bad time to get it or anything. i don't really have the time to do a 3.0 and all my ideas for it are really complex and will take ages to develop. But I do have a couple bugfixes for a 2.8
Hey, I have an issue with the asset, it acts as if it's adding a light or a glow or something
Here's photos without and with the pixel8r added on the surface of this mesh...
Everything else runs perfect though, just something with this one creates a problem
https://imgur.com/0k7IASH
https://imgur.com/SP6rU8H