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Pixx Suite

Enhance · Pixel recolor & layered color manipulation · Intermediate

Pixxomo — Intermediate

Recolour like a pro: swatch remaps with tolerance and ramps, every adjustment layer, clipping, masks from selections, Blend If and variant sets.

Open Pixxomo

#What you'll learn

  • How Swatch remap keeps shading when it swaps colours, and how linked ramps work.
  • What each adjustment layer is best for, with its real settings.
  • How clipping, masks, opacity, Fill and Blend If decide where a layer shows.
  • How selections work across the frames of an animation.
  • How to build and export a whole set of colour variants.

#Before you start

  • You should know the basics from the Pixxomo Beginner guide: opening art, swatches, adding layers and exporting.
  • Have a sprite sheet or animation ready. Pixxomo works best on art with clear shading ramps.

#How-tos

#How to recolour with tolerance and ramps

  1. Click a swatch and pick its new colour. A pair (from → to) appears in the Swatch remap layer's panel.
  2. Drag the pair's tolerance slider (0–40). Near colours follow the change and keep their shading: each one takes the new hue while keeping its own lightness and saturation difference from the original.
  3. For a whole ramp, Shift-click two or more swatches and click Link ramp, or let Auto ramps find them. Each linked ramp gets its own Hue, Saturation and Lightness sliders, so the light, mid and dark shades move together.
  4. Unlink removes a ramp; Reset swap puts a single swatch back.
  5. Export map saves the swaps as a colour-map .json; Import map loads one onto another sprite.

#How to choose the right adjustment

  1. Hue / Saturation: shift Hue, Saturation, Lightness. Colorize tints everything one hue; Only a hue range limits it to a band you set with Centre and Width.
  2. Brightness / Contrast and Exposure (with Offset and Gamma) for overall light.
  3. Levels: In black, In white, Gamma, Out black, Out white, on RGB or one channel, with a histogram.
  4. Curves: click to add a point, drag to move, double-click to remove, per channel.
  5. Grayscale (Luma, Average or Lightness), Posterize (2–32 Levels), Invert.
  6. Gradient map: recolours by brightness. Off by default, Smooth blend keeps it to one flat band per stop, which suits pixel art. Up to 32 stops; load stops from a palette.
  7. Palette snap: forces every colour onto a built-in palette, or tick Use my own colours and add colours or import a .hex / .gpl file.

#How to control where a layer shows

  1. Clipping: click ↳ Clip (or Alt-click the layer) to show a layer only where the layer below has pixels. A clipped layer at the bottom of a group clips to the art itself.
  2. Masks: make a selection, then From selection in the Layer panel (or Mask the layer to it in Selection). Select the mask turns it back into a selection.
  3. Opacity fades the layer and its styles; Fill fades only the layer's own content, so a layer with Fill at 0 still shows its Color Overlay or Stroke.
  4. Blend If shows the layer only where the brightness of This layer or the Underlying image is inside a range. Pull Black edge or White edge in to fade smoothly.

#How to select across animation frames

  1. Pick a tool: Rect (M), Lasso (L), Wand (W) or Range (R).
  2. Wand and Range have a Tol slider (0 = exact colour). Contiguous on the wand limits it to touching pixels.
  3. In Frame view, Every frame (on by default) makes a rectangle or lasso select the same area in every frame. The wand only works on the current frame; Range always works across the whole sheet.
  4. Combine selections with New, +, − and ∩. Save selection keeps it under Selection to reload later.

#How to use fill layers well

  1. + Add → Solid Color, Gradient or Pattern. New fills are clipped to the art.
  2. Gradients: Linear, Radial, Angle, Reflected or Diamond, with Angle, Scale and Offset. Under "Colours between stops", choose Steps for clean bands, Dither for a pixel-art blend, or Smooth.
  3. On a sprite sheet, Per frame (on) repeats the gradient in every frame; off stretches one gradient across the whole sheet.
  4. Stops from the art builds the stops from the sprite's own colours, dark to light.
  5. Patterns include Checker, Stripes, Dots, Bricks, Crosshatch, Scanlines and Noise (seeded).

#How to manage a variant set

  1. Finish one look, then Save variant and name it.
  2. Change the layers and save again for each look. Double-click a thumbnail to rename it; × deletes it.
  3. Click a thumbnail to load that variant's layer stack.
  4. Export all downloads every variant in one zip.

#Workflows

#Team colours for a whole cast

  1. Open the first character and build a Swatch remap with linked ramps for the clothing.
  2. Save a variant per team colour.
  3. Export map for each, then open the next character, Import map and save the same variants. Opening a new picture keeps your layer stack, so other adjustments carry over too.

#A consistent palette across art from different artists

  1. Open each sprite and add Palette snap with your game's palette (or import it from Pixxulo).
  2. Check Diff to see what changed, and fix spots with a masked Swatch remap above the snap.
  3. Send to App → Pixxula to pack the result.

#Night, poison and frozen versions of a monster sheet

  1. Add a clipped Gradient Fill in Color mode for night, a Hue / Saturation with Colorize for poison, and a Curves plus blue Color Fill in Screen mode for frozen.
  2. Turn the layers on and off per look and save each as a variant.
  3. Export all, or Send to App → Pixxizi for the game package.

#Tips and shortcuts

  • H pan (or hold Space) · M rect · L lasso · W wand · R range · I eyedropper.
  • Ctrl+A all · Ctrl+D none · Ctrl+Shift+I invert · Esc deselect.
  • Ctrl+Alt+G clip / release · Shift + / Shift − cycle blend modes · Delete removes the selected layer.
  • Ctrl+Z / Ctrl+Shift+Z undo / redo · , / . previous / next frame · 0 fit · + / - zoom.
  • Lock (no edits) on a layer protects it from accidental changes.
  • The swatch panel shows colours in → out; more out than in means opacity or smooth layers are blending new colours.

#Troubleshooting

  • A tolerance drags in unrelated colours: lower it, or mask the layer to a selection.
  • A clipped layer shows nowhere: the layer it's clipped to has no pixels there, or that layer is hidden.
  • Blend If seems to do nothing: check This layer versus Underlying image; most recolours need the underlying image's range.
  • A variant changed after editing: variants are snapshots; click the variant, change it, and save it again (or save a new one).
  • Too many colours in the result: turn off Smooth blend on gradient maps, use Steps on fills, and keep opacity at 100%.