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18 Workflows
grymmjack edited this page May 3, 2026
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What you'll learn: Step-by-step recipes for the most common pixel-art tasks: a 16×16 sprite, a seamless tile, isometric building, mandala, ANSI art, sprite-sheet assembly, and converting a photo into pixel art.
🎯 Goal: Create a complete game character sprite.
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Ctrl+N— new canvas, 16×16, grid = 1, snap on. - Choose a limited palette — NES or PICO-8 are great starting points.
- Layer 1: Silhouette — draw the outline in a single dark color.
- Layer 2: Base colors — turn on Opacity Lock and fill regions.
- Layer 3: Shading — set blend mode to Multiply, paint cool desaturated tones in shadow areas.
- Layer 4: Highlights — set blend mode to Screen, dab warm light tones on edges facing your imaginary light source.
- Run the Pixel Art Analyzer — fix orphans, doubles, jaggies, banding.
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Export — File → Export As → PNG (plain) for engines, or save as
.drawto keep the layers editable.
🎯 Goal: Create a tileable background pattern.
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Ctrl+N— new canvas, 32×32 or 64×64. - View → Pattern Tile Mode — enable Pattern Tile Mode. The 3×3 preview will reveal seams instantly.
- Draw your base pattern.
- Watch the seams in the preview. Fix them at the canvas edges by painting through the wrap.
- Capture the result as a custom brush.
- On a fresh test canvas, flood-fill with the brush to verify seamlessness.
- Export as a plain PNG tile.
🎯 Goal: Create isometric buildings and objects.
-
Ctrl+'— set grid geometry to Isometric. -
;— enable snap. - The grid guides ensure perfect 2:1 ratio. (Also try Edit → Angle Snap: Pixel Art)
- Use the Polygon tool for angled surfaces (top, left, right faces of a cube).
- Put each face on its own layer.
- Use Multiply / Screen blend modes for light/shadow on each face.
- Group the layers per object so you can move it as a unit.
🎯 Goal: Create complex symmetrical artwork.
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F7× 3 — enable 8-way (asterisk) symmetry. -
Ctrl+Clickthe canvas center. - Draw one slice — eight reflections appear instantly.
- Layer subsequent strokes on different layers with different blend modes.
- Vary opacity for depth.
- Use custom-brush stamps (small flowers, dots, geometric shapes) for ornamentation.
🎯 Goal: Create text-mode art using block characters.
- Press
T, switch to the VGA font. - Enable Character Mode.
- Open the Character Map (
Ctrl+M). - Use
F1–F12for the ANSI block-shading characters (░ ▒ ▓ █ ▀ ▄ ▌ ▐). - Navigate with the virtual cursor.
-
Alt+Upicks colors from any existing character cell. - The DOT and RECT tools fill cells with the active glyph instead of pixels.
- Toggle CP437 mode (
Ctrl+Shift+U) for the classic DOS feel.
🎯 Goal: Assemble sprites into a sheet and re-extract.
- Create individual sprites on separate layers.
- Use grid + snap for consistent spacing.
- Use layer groups per animation frame.
- Use Align & Distribute for perfect layout.
- Export the full sheet as PNG.
- Use Extract Images to decompose the sheet into individual PNGs (Chapter 10).
- Save the project as
.drawto preserve layers for future edits.
🎯 Goal: Convert a photograph into pixel art.
-
Ctrl+R— load the photo as a reference image. - Choose a limited palette (Endesga 32 is a great default).
- Set reference opacity to ~60% with
Ctrl+Shift+Wheel. - Trace key shapes on a new layer with line and polygon tools.
- Fill regions with flood fill.
- Add detail with the brush and dot tools.
- Apply Image Adjustments (Levels, Hue/Sat) for color tweaking.
- Run Posterize if you want pixel-art-friendly value steps.
- Hide the reference and evaluate the standalone result.
➡️ Next: [Chapter 19 — Tips, Tricks & Advanced Techniques](19 - Tips)
- 01 - Introduction
- 02 - Drawing Fundamentals
- 03 - Color Palette
- 04 - Layers
- 05 - Selection Clipboard
- 06 - Transforms Adjustments
- 07 - Text
- 08 - Grid Symmetry
- 09 - Brushes Drawer
- 10 - File Io
- 11 - Canvas View
- 12 - Settings
- 13 - Audio
- 14 - Analyzer
- 15 - Reference Import
- 16 - Shortcuts
- 17 - History
- 18 - Workflows
- 19 - Tips
- 20 - Appendix