#What you'll learn
- How to model efficiently with brushes, mirror, slice and selections.
- How to compose scenes from layers and library models.
- How to use biome kits, lighting and palettes so a set of props matches.
- How to tune the render: camera, directions, frame size, shading, outline and glow.
- How to make animated props (bob, sway, flicker, pulse, spin).
#Before you start
- You've built or loaded a model and exported a sheet with the Beginner guide.
- You need a plan that includes Pixxovo. Models can be up to 128 blocks on each side.
- Optional: a palette from Pixxulo or a small sprite from Pixxivi to turn into a relief.
#How-tos
#How to model quickly with brushes
- Pick a mode with A (Attach), E (Erase) or P (Paint).
- Pick a brush with 1 to 7: Voxel, Box, Line, Sphere, Face, Fill and Replace.
- Use Box for walls and floors, Line for beams and fences, Sphere for foliage and boulders.
- Use Face to extrude or erase a whole connected surface in one click, for example raising a floor by one layer.
- Use Replace in Paint mode to recolour every block of one colour at once.
- Toggle Mirror with X, Y or Z to build symmetrical models.
#How to work inside a model
- Drag the Slice slider down to hide everything above a height.
- Build or paint the interior, then raise the slider again.
- Use the view buttons (Iso, Front, Side, Top, 3/4) or ← / → to turn the view in 15° steps.
#How to select, move and reuse parts
- Press S for Select and drag a box around blocks.
- Move the selection with the arrow keys; Page Up / Page Down move it up and down.
- Use Ctrl+C, Ctrl+X and Ctrl+V to copy, cut and paste, and the turn and flip buttons to rotate or mirror it.
- Press Delete to remove the selection, or Escape to drop it.
- Press I (Pick) and click a block to take its colour.
#How to compose a scene with layers
- Put each object on its own layer with + Layer: the ground, a house, a tree.
- Click a layer to edit it. Edits and undo only touch that layer.
- To place a library model, open Models (M), tune it and choose Add as layer. Move it into place with Select and the arrow keys.
- Stamp into layer merges a model into the current layer instead.
- Merge ↓ joins a layer with the one below when you're done arranging.
All layers share one palette, and the sprite always shows every visible layer together.
#How to make a matching prop set from a biome
- Open Biomes (B) and pick one.
- Click Open its kit: the library shows the models that suit it, already in its colours.
- Add the props you need, tuning each one's sliders and seed (🎲 for a new variation).
- Click Use its lighting so every prop gets the biome's sun angle, ambient, rim light and glow.
- Optional: tick Snap to its palette to limit the rendered sprite to the biome's colours.
- Export each prop with the same render settings so they sit together in a game.
#How to set up the render for a game
- In Render, pick the Camera: Pixel iso 2:1 for classic pixel-art isometric games, Top-down for RPG overworlds, Side for platformers.
- Pick Directions: 4 for most isometric games, 8 or 16 for smooth turning.
- Set Voxel size (pixels per block) and Shading (Flat, 3, 5 or 7 tones per colour).
- Set Light, Light height and Ambient, or choose a Lighting preset.
- Tick Ambient occlusion (with AO strength) for soft contact shadows, Rim light to separate the model from dark backgrounds, and Outline with an Outline colour.
- Under Frame size, leave W and H on auto to fit the model in every direction, or type a size so every sprite in a set has the same frame.
#How to make an animated prop
- Under Animation, choose Bob (float), Sway (wind), Flicker (flames), Pulse (glow) or Spin (turntable).
- Pick Frames (4, 6, 8 or 12) and the Amount of movement.
- Flicker grows flames above blocks with an Emissive material, and Pulse breathes their glow, so set a colour's Material to Emissive first.
- The Sprite preview plays the animation. Sprite sheets then hold every frame of every direction.
#Workflows
#Isometric tiles and props for a level
- Make ground tiles from the Terrain tiles group in Models, and props from Trees, Rocks & crystals and Props.
- Use Pixel iso 2:1, 4 directions and the same Voxel size and Frame size for all of them.
- Export each as Sprite sheet + JSON, or send As a sprite sheet to Pixxori to place them in a level.
#A voxel standee from a pixel sprite
- In Pixxivi, draw a small sprite (128 × 128 or smaller) and send it as an image.
- In Pixxovo, open it from Library: it becomes a voxel relief two blocks deep.
- Carve it, add thickness and render it from any angle.
#A matching texture for your model
- Note the biome or palette you used.
- In Pixxexa, pick the same biome to generate tiling ground and wall textures in the same colours.
#Tips and shortcuts
- Orbit: right-drag or Alt-drag · Pan: Shift-drag or middle-drag · Zoom: wheel · Touch: two fingers.
- A / E / P modes · 1–7 brushes · I pick · S select · X / Y / Z mirror · M models · B biomes.
- ← / → turn the view (or move a selection) · 0 fit · + / − zoom · Ctrl+S export.
- Shading on Flat uses exactly your palette colours; more tones add shades of each colour.
- The Sprite preview has Spin and a sheet layout choice: Directions in a row, In a column or In a grid.
- Metal colours get brighter highlights, Glass is see-through, Emissive ignores shadows and can glow.
#Troubleshooting
- The sprite is cut off at some angles. Set Frame size back to auto, or make W and H larger.
- 8 or 16 directions look less crisp than 4. Only the four quarter turns can land every edge on whole pixels; the in-between angles use a near-isometric camera. Use 4 directions for the crispest art.
- Flicker or Pulse does nothing. They act on Emissive colours. Set a colour's Material to Emissive.
- An image from the Library is refused. Reliefs are limited to 128 × 128; shrink the image first.
- My edits went to the wrong object. Check which layer is selected in Layers; edits only affect that layer.