isopxlTUTORIAL / 01Full manual ↗

Your first
sprite.

Start with a cube. Stretch it into a simple apartment building, paint its faces, and export a sprite for your game.

Let’s make something ↓
MODEL→PAINT→EXPORT
Simple apartment building with six windows and a door

One cube. Your first apartment building.

The steps below use touch instructions. On Mac, click where a step says tap, and use a primary-button drag to draw or move a handle. Step 02 covers mouse and trackpad navigation.

01

Start with a cube.

YOUR STARTING SHAPE

Make a new project

Start on the project-library screen, where your saved projects appear. If a project is open, choose the back arrow to return there. Choose the + button. The editor opens with a cube. Choose Model in the tabs at the top.

Keep it simple

We’ll turn this cube into a simple apartment building. Make it tall, paint the walls, and add six windows and a door.

Your project saves automatically as you work.

02

Learn to move around.

Orbit · two fingers

Stay in Model. The large area containing the cube is the viewport. Put two fingers there and slide both in the same direction. The camera turns around the cube.

Try it: look at the back, then return to the front.

Zoom · pinch or spread

Pinch two fingers together to zoom out. Spread them apart to zoom in. Keep both fingers on the viewport.

Try it: get close to a corner, then zoom back out.

Pan · Select, then drag

In the modeling toolbar, choose the arrow-shaped Select button, then drag on the viewport with one finger to move the view sideways or up and down.

Try it: move the cube to the side of the screen.

03

Make it yours.

Face selection
CHOOSE A FACE
MOVE
ROTATE
SCALE
XYZ

Choose the top face

Choose Model in the tabs at the top. In the selection controls, choose Face (the filled-square icon). Tap the cube’s top face to select it.

Make the building taller

In the modeling toolbar, choose Move (the four-way arrow). Find the X / Y / Z axis buttons and choose Y. Drag the handle on the selected face upward to stretch the cube.

Check it from every side

Orbit around the building to check its proportions. Keep the top flat and flush with the walls. If it feels too tall, move the top face down a little.

Undo Try things freely. Undo brings the previous shape back.

04

A little color goes a long way.

Apartment building with two columns of three windows and a door

Switch to Paint

Choose Paint in the Model / Paint / Export tabs at the top of the editor. In the Paint workspace controls, choose Paint on model (the brush icon) to work directly on the building.

Color the walls

Choose a warm peach or orange swatch in the color palette. In the painting toolbar, choose Fill (the paint-bucket icon), then tap a side face to color it. Orbit with two fingers to reach the other walls. Choose a terracotta or darker red-brown swatch, then tap the top face to color it.

Paint the windows

In the painting toolbar, choose Draw—the button with the small corner marker. Choose it again while active to open its menu, then choose Pencil. Choose a deep blue swatch from the palette. Drag on the front wall to paint two columns of three small windows. Keep them the same size, with a clear gap between each row. The dark blue windows stand out against the warm walls, even at sprite size.

Add the entrance

Keep Pencil and the deep blue swatch selected. Drag on the bottom of the same wall to paint a solid rectangular door. In the next step, switch to Export to check the result at sprite size.

To adjust drawing size, choose the active Draw button again. Use the − / + size controls in its popup, then return to the canvas.

05

Think in pixels.

ONE GRID SQUARE / ISOMETRIC

16 × 8 px

PIXELS PER TILE

Choose your pixel budget

Choose Export in the tabs at the top of the editor. Choose PNG in the format controls. In the export settings, choose the Sprite size heading to expand it. Choose Fit, then 32 px. Look at the large sprite preview: can you still see the building’s outline, windows, and door?

Building a whole game world?

In the same Sprite size section, choose Relative instead of Fit, then choose 16, 32, or 64 px/tile to keep assets at the same scale. One tile spans two grid squares in each direction. Try the numbers here to see what one grid square becomes.

Small sprites need clear silhouettes. Raise the sprite size for more detail; Export scale only makes existing pixels bigger.

06

Ready for your game.

PNGExportYOUR GAME
01020304

ONE VIEW OR A WHOLE TURNAROUND

Pick the view

Stay in Export → PNG. Choose the Camera heading in the export settings to expand it, then choose Isometric for this building. Open More export settings. Choose a direction thumbnail to preview it, then use its separate checkbox to include it in the export. Check at least one view.

Take it with you

Find Export PNG in the Export workspace and choose it. A share sheet opens. On iPhone or iPad, choose Save to Files, choose a folder, then save. On Mac, choose an available save or share destination. Each checked view becomes a transparent PNG.

For one image containing every checked view, open More export settings, turn on Export as spritesheet, then choose Export PNG.

THAT’S YOUR FIRST SPRITE.

Build out your world.

Try a shorter apartment block or a row of buildings at the same export scale.

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