How it works
Each solid pixel of your sprite becomes a column of cubes, called voxels. Only the outside faces are kept, so the model stays light enough for games. Colors are stored per vertex, so there is no texture to lose or blur. Pixel edges stay perfectly sharp at any distance.
Flat pushes every pixel out by the same amount. It looks like a cut-out paper or acrylic standee and keeps the sprite easy to read from the front. Puffy makes the middle of the shape thicker than the edges, like an inflated plush. It works well for characters, items and pickups that rotate.
Using the model in your engine
| Engine | File | Tip |
|---|---|---|
| Unity | GLB | Import with a glTF package such as glTFast. Use an unlit or vertex color shader if colors look gray. |
| Godot 4 | GLB | Drag it into the FileSystem dock. Vertex colors work out of the box. |
| Blender | GLB or OBJ | GLB keeps vertex colors as a color attribute. In the material, connect a Color Attribute node to Base Color. |
| MagicaVoxel | VOX | Open it directly and keep editing voxel by voxel. Up to 255 colors. |
Pixels per unit
This sets how big one pixel is in world units. With 16, a 16 × 16 sprite is exactly 1 unit wide. Match the value you use for your 2D sprites so 2D and 3D assets line up in the same scene.
Is my art uploaded?
No. The model is built in your browser with JavaScript and WebGL. Your sprites never leave your computer.