TXEL
↶ UNDO
↷ REDO
RESET
COPY PNG
↓ DOWNLOAD
Pixelation
Resolution
64
8px
1024px
Downscale Filter
Box Average
Nearest Neighbor
Bilinear
Lanczos (Sharp)
Mode (Most Common)
Averages all source pixels per output cell — clean, balanced.
Edge Preserve
Edge Sensitivity
50%
Keeps edges sharp while smooth areas use the chosen filter.
Crop
Square Crop
Zoom
1.0×
1×
5×
Pan X
50%
Pan Y
50%
Drag on canvas to pan. Scroll to zoom.
50% = centered
Reset View
Lighting Normalize
Even Out Lighting
Grid Samples
8
3×3
16×16
Strength
100%
Samples lightness across a grid, then compensates to even out uneven illumination (dark corners, bright spots).
Tiling
Make Tileable
Blend Method
Cross-Fade Wrap
Offset + Blend Seam
Diamond Blend
Perlin Noise Mask
Gradient-Aware
Sinusoidal Weave
Multi-Scale Pyramid
Mirror Fold
Rotational (180°)
Jigsaw Interleave
Patch Stamp
Min-Cost Seam
Wraps edges and cross-fades overlap — smooth, preserves center.
Blend Width
25%
Pyramid Levels
4
More levels = smoother blend, slower
Cross-Texture Stamp
Stamps interior patches across tile boundaries, wrapping around edges to break up seams.
Density
50%
Patch Size
15%
Opacity
60%
Center Spread
0%
Scatter stamps into the interior too.
Edge Pixel Match (post-process)
Edge Mix
50%
Dithering
Algorithm
None
Ordered 2×2 (Bayer)
Ordered 4×4 (Bayer)
Ordered 8×8 (Bayer)
Floyd-Steinberg
Atkinson
Sierra Lite
Stucki
Dither Strength
100%
Color Palette
Full Color (No Restriction)
— Classic Palettes —
Game Boy (4 colors)
NES (56 colors)
CGA (16 colors)
C64 (16 colors)
PICO-8 (16 colors)
Sweetie 16
Endesga 32
Lospec 500
— Imported —
— Reduction —
Monochrome (1-bit)
Grayscale 4
Grayscale 8
Grayscale 16
RGB 8 (3-3-2)
RGB 27 (3×3×3)
RGB 64 (4×4×4)
Median Cut (auto)
+ PAL
Palette Size
16
Harmony
None
Complementary
Analogous
Triadic
Split-Complementary
Tetradic
Harmony Strength
50%
Nudges palette hues toward harmony positions.
Adjustments
Brightness
0
Contrast
0
Saturation
0
Hue Shift
0°
Tone Curve
Channel
RGB
R
G
B
Click curve to add point. Right-click to remove.
Reset
Sharpen
Amount
0
Unsharp mask — makes pixel edges pop
Noise
Amount
0
Type
Mono
Color
Dither
Breaks up flat areas — mono is luminance, color per-channel, dither is 1-bit
Alpha
Alpha Source
None (Opaque)
Preserve Source Alpha
Generate from Luminance
Luminance (Inverted)
Color Key
Key Color
Tolerance
30
Threshold
50%
Outline
Enable Outline
Threshold
30
Outline Color
Black
Dark
Pick
Result
Original
Tile 3×3
Grid
No image loaded
100%
⬚
Drop image here
or click to browse — PNG, JPG, BMP, WebP
Image Info
Source
—
Output
—
Colors
—
Palette
—
Presets
SAVE PRESET
LOAD PRESET
Game Boy
4-color, ordered 2×2
PICO-8
16-color, Floyd-Steinberg
1-Bit
Monochrome, Atkinson
CRT Retro
RGB 27, ordered 4×4
Lo-Fi
Endesga 32, Sierra Lite
Hi-Res Pixel
256px, median cut 32
Tips
• Lower resolution = chunkier pixels
• Ordered dither = uniform pattern
• Error diffusion = organic feel
• Pair restricted palettes with dithering for best results
• Use outlines for sprite-like look