Hi, sorry i didnt get to this until much later. My guess would be you have some paint on the Pixel8r layer, so when enabling it it shows up. Try dragging and dropping a new copy directly from the Library into the layer stack.
Please let there be a halloween sale, I NEED this but the Malaysian exchange rate is gonna kick my ass lmao (but seriously tho, think about it like ps2 horror games would love this plugin, and so this would make a bunch of money when put in horror themed sales)
The best way is to make a new paint layer. Don't actually paint anything on it, but add a mask to the layer and an anchor point on the mask. Reference the anchor point in Pixel8r's dither mask slot, then click back on the mask and paint.
Hi Victoria, I have sent you a DM on Twitter regarding the Pixel8r plugin. I would appreciate it if you could take a look at it when you have a moment. Thank you!
Hi! If it was Pixel8r 2 or 2.5, then sure! Send me an email (found on my ArtStation) with a copy of the receipt. If it was Pixel8r 1 or 1.5, that was always a separate product from 2. I do full version bumps for separate paid releases and incremental version bumps for their free updates.
Ouu thought that this is an update to previous one since I bought 1.5.3 version there, but if its separated from 2 then I guess Ill have to live with it for now :L
Hi I'm having a problem with the filter making uneven pixels, not really sure why might be due to the new update or something else entirely. it only happens when I go past 110 ish pixels, Thanks !
This is due to Painter displaying the texture at its native power of two resolution, where the Pixel8r resolution can't scale up uniformly to match it. You can safely ignore the stretching.
For resolutions like this, follow the user guide and export out at full resolution, then downscale in any image editing application. No pixels will appear different than the preview in Painter, and you won't have any stretching anymore.
No timeline, but in the next version I'll be releasing a shader which fixes this problem.
Really fantastic addon! One issue I have found is exporting in Substance Designer. Filters seem to be applied at the end and the image loses its quality when at lower res. Would it be ok to have a simple tutorial on the Youtube channel on how exporting in Designer works with Pixel8r? Thanks again : )
When exporting from Designer I usually will work at a high res, then Pixel8r step and lastly add a transform node to downscale to the desired resolution (if the pixe8r res is a power of two). This should be pixel perfect and 1:1 with Pixel8r, but you can be extra sure it is by disabling filtering and mipmapping on the transform node.
If not pixelating to a power of two, export the pixelated high res image, then downscale in any image editor (I use Photoshop) using nearest neighbor and it will be pixel perfect.
Hello! I wanted to first thank you for such a phenomenal tool. It's incredible how far this plugin has come since the early release on Gumroad!
I had a question/ feature request regarding Palette's. I'm using Pixel8r 2.71 and tried 2.72. I'm working on a asset where all the assets will need to adhere custom 256 color palette. I generated the palette from Asperate and set it up within pixe8r.
The problem I'm facing is colors are not exactly adhering accurately. To elaborate: This color palette has many grey colors. Even if I input the exact value for the grey that the color palette would use, the colors all seem to shift more towards tannish color. Thinking it was a shading issue I followed your tutorial on setting the emissive up (which is handy!) But sadly was not the problem. Other things I tried was changing the color spaces for the image input and the palette color space. I also don't have this problem as much when using the generate palette but for my team's use, color accuracy will be pretty important.
Is there anything I can do to get Pixel8r to read the custom palette more accurately or shift the colors?
That's odd, it may just be a simple layout problem, because unless there's a bug it shouldn't output any colors that aren't in the palette.
Can you share the palette image? You should be able to upload it here, or you can reach me thru my email (found on my ArtStation), or my Twitter account. Whatever you prefer! If you're comfortable sharing it here though it could be helpful for anyone in the future.
Hi! I tested this! So firstly make sure you're on the latest version of Pixel8r (2.72). The last one had a bug with palettes.
Secondly, the way I have it interpret palettes isn't very intelligent at the moment. It expects the palette to be laid out as a horizontally laid out, 256 wide image like so:
Testing this one on my end it works perfectly:
That's my fault as I didn't document that well.
A smarter, more unified palette/LUT feature is on the todo list for a future version, though it will be a bit slower to process and probably be part of a big paid update which adds a ton of useful new features (especially for Quake modders!)
Hi there, i am a university student based in Turkey, specializing in animation. Currently, I am working on a short animated film for a school project, and I am particularly drawn to the pixelated style.
Considering the economic situation in my country, gathering $35 for this plugin proves it is not an option, as it nearly quadruples my monthly budget. I fully appreciate the value of your service, and I am aware that a discount may not always be possible. However, I wanted to try if there might be a possibility of receiving a discount.
I have saved 400 Turkish liras over several months, equivalent to approximately 15 dollars. While I understand this falls short of the full price, but i am hopeful that you might consider my budget constraints. Your understanding and support would greatly contribute to my short animated school project.
Thank you for considering my request, and I appreciate your time and attention to this matter.
By the way, I've played Ultrakill multiple times and absolutely love it. Thanks for your work on that too!
I apologize for the inconvenience. When I clicked on the link you provided, it led to a page saying, "We couldn't find your page." Am I missing something? Im kinda new at itch.io, so please let me know.
Just wanted to leave some positive feedback because I've been using the filters for a few months now. Pixel8r is awesome! I use it for a ton of different assets for a stylized video game project, and it's absolutely great! Saves me a ton of time to be able to pixelate my textures directly in Substance Painter :)
I just wanted to say I used the filter for our GMTK Game Jam game and it's been great! Really easy to use and made the pixel art/retro artstyle very achievable in the limited time thanks to your filter. So thanks!
Hi, I'm looking to make a material with some extruding tassles that would be piped into a transparent cutout shader in Unity. Any tips for adding an opacity channel with the Pixel8r workflow?
Hi! I touched on transparency a small amount in my user guide videos but in this case it should be as simple as switching the shader in Painter to alpha test and adding an alpha channel.
For performance, Pixel8r is disabled on other channels by default and you just need to click the channels in the Pixel8r filter to enable them!
Ah I forgot to re-enable the channels and couldn't figure out why it wasn't working. Thank you! I love this addon and I've learned more about Substance painter workflows through your tutorials than I have almost anywhere else :)
That is quite open ended and really depends on the specifics of your project. For ex in a game - • How close the asset will be to the camera? Something the player interacts with constantly or sees up close usually needs more detail to feel good. • What is its relative importance compared to the rest of your scene? • Are you trying to reproduce the look of a distinct retro system? • Are there any other technical constraints you need to consider?
As an example, on ULTRAKILL regular enemies tend to be 1-2k tris and their textures rarely go above 256x256, but it really depends on whatever suits the needs of the character.
It would be a good idea to make a couple test / prototype assets to hone in your artstyle and requirements. The good thing about Substance Painter is you can always edit the model/uvs after the fact, reimport to Painter, and your painting will reproject onto the updated asset without needing much rework. We often take advantage of this on UK and go back and forth between modeling and texturing to get things feeling right.
I absolutely love this tool. It's made working on my retro game 100x easier and I highly recommend it for anyone that seriously wants to do retro texturing.
Hello! This tool is actually brilliant and I would like to continue using it in my pipeline.
I would to ask for help with updating it or get clarification about it. Long time ago I bought Pixel8r v.1.5.3 from gumroad.
I did not really had a gumroad account if it makes difference.
I got an email mentioning v.2.5 have been released, but when I clicked the link to get the update, it only led me to a page saying "sold out", so I could not really get an update. And I also learned product has been moved to itch.
Does it means I have to buy v.2.5 separately or is it possible to receive an update somehow?
Hi! To support continued development, the way I've managed it is that fractional versions (1.5, etc) are free updates, and the whole version numbers are separate products.
Gumroad doesn't support upgrades, and so when I launched 2.0, I ran an upgrade sale.
2.5 (and a soon to come 2.6) were free upgrades to 2.0, and any existing 2.0 customers on Gumroad can still get those for free.
The email to 1.0/1.5 customers was unfortunately timed because shortly after, Gumroad had a public meltdown and I pulled my products in response.
I'll probably run another sale here in the near future, so keep your eyes peeled!
I would receive the updates you took it from there and now I download the new one, even an email I received
Get Pixel8r 2.5 Before now, Pixel8r was a great tool for working with low resolution textures in Substance, but now it can truly fit into any workflow and replicate any style of retro asset. All of these features work across both Substance Painter and Substance Designer in pre-Adobe and newer versions of both programs!
Anyway, I never sent one of these when 2.0 was released, so I just wanted to share the big news and hope you consider updating!
-Ryann Post a comment You've received this email because you've purchased Pixel8r v1.5.3. Unsubscribe
how can i get the update now that you removed it from gumorad?
Hi! That email was only sent out to people who purchased Pixel8r 1.0 (which had a free v1.5 update) but not Pixel8r 2.0.
Pixel8r 2.0 (and its free v2.5 update) was always a separate purchase on Gumroad. I have just moved stores.
Anyone who previously purchased 2.0 on Gumroad is still able to download the latest updates.
If you *did* purchase 2.0 and still got that email, you probably did it without an account or via a different email address. If that is the case, check your emails for your receipt and you'll have a link to access the download page, where you can get 2.5.
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Hi! Does this work for any version of substance? I have 2024 substance
yup!
So does it work with blender? Just a rookie considering purchasing this because it looks really helpful
Pixel8r is a plugin for Substance Painter and Substance Designer.
Hello, I want to get this, but I want to make sure IF this one right here is the latest version, or where would I find it??
This is the latest!
I've got old Substance Painter version: 2017.3.3 is this plugin will work for me ?
yep
Hey, I have an issue with the asset, it acts as if it's adding a light or a glow or something
Here's photos without and with the pixel8r added on the surface of this mesh...
Everything else runs perfect though, just something with this one creates a problem
https://imgur.com/0k7IASH
https://imgur.com/SP6rU8H
Hi, sorry i didnt get to this until much later. My guess would be you have some paint on the Pixel8r layer, so when enabling it it shows up. Try dragging and dropping a new copy directly from the Library into the layer stack.
im sorry but thirty five damn dollars is just insane.
I run a few sales every year, so feel free to check back in around the holidays!
sounds cool and seems to work well tho im just broke lo
Please let there be a halloween sale, I NEED this but the Malaysian exchange rate is gonna kick my ass lmao (but seriously tho, think about it like ps2 horror games would love this plugin, and so this would make a bunch of money when put in horror themed sales)
stay tuned!
WE DID IT BOYOS
This tool can definitely be the best for making this kind of textures. Definitely a must-have.
Hey, I saw on the 2.5 showcase that you can use Hand Painted Dithering using Anchor Points. How do I do that?
The best way is to make a new paint layer. Don't actually paint anything on it, but add a mask to the layer and an anchor point on the mask. Reference the anchor point in Pixel8r's dither mask slot, then click back on the mask and paint.
Hi Victoria, I have sent you a DM on Twitter regarding the Pixel8r plugin. I would appreciate it if you could take a look at it when you have a moment. Thank you!
Thanks for reaching out! Hope I was able to help you! <3
Hey, I bought you plugin on Gumroad but its outdated since you moved here soo I want to know if there is any way of moving my licence here?
I can provide proof for purchase on Gumroad if necessary
Hi! If it was Pixel8r 2 or 2.5, then sure! Send me an email (found on my ArtStation) with a copy of the receipt.
If it was Pixel8r 1 or 1.5, that was always a separate product from 2. I do full version bumps for separate paid releases and incremental version bumps for their free updates.
Ouu thought that this is an update to previous one since I bought 1.5.3 version there, but if its separated from 2 then I guess Ill have to live with it for now :L
First model made in PSX style, and used your incredible filter, tks
https://skfb.ly/oVtS7
Hi I'm having a problem with the filter making uneven pixels, not really sure why might be due to the new update or something else entirely. it only happens when I go past 110 ish pixels, Thanks !
This is due to Painter displaying the texture at its native power of two resolution, where the Pixel8r resolution can't scale up uniformly to match it. You can safely ignore the stretching.
For resolutions like this, follow the user guide and export out at full resolution, then downscale in any image editing application. No pixels will appear different than the preview in Painter, and you won't have any stretching anymore.
No timeline, but in the next version I'll be releasing a shader which fixes this problem.
Hello, I purchased it a few days ago, but the function does not work on my computer. I would like a refund. What should I do?..
You can contact itch.io support and they'll assist you.
Is it not possible to apply it to normal and height?
It's possible! Just enable these boxes. They're turned off by default for performance.
Heya! Just bought Pixel8r. Do you mind if I can ask you some things on discord about your modelling process? Would Highly appreciate it.
Username: joshuqthehusk
Hi! I'm available on either ArtStation or Twitter.
I did remember trying to DM you on Twitter, but I don't thinkbyou ever replied.
Sent another DM.
Really fantastic addon! One issue I have found is exporting in Substance Designer. Filters seem to be applied at the end and the image loses its quality when at lower res. Would it be ok to have a simple tutorial on the Youtube channel on how exporting in Designer works with Pixel8r? Thanks again : )
When exporting from Designer I usually will work at a high res, then Pixel8r step and lastly add a transform node to downscale to the desired resolution (if the pixe8r res is a power of two). This should be pixel perfect and 1:1 with Pixel8r, but you can be extra sure it is by disabling filtering and mipmapping on the transform node.
If not pixelating to a power of two, export the pixelated high res image, then downscale in any image editor (I use Photoshop) using nearest neighbor and it will be pixel perfect.
Quick example of the power of two case:
Thank you very much! That is so helpful!
Really wish this was a standalone program.
Hello! I wanted to first thank you for such a phenomenal tool. It's incredible how far this plugin has come since the early release on Gumroad!
I had a question/ feature request regarding Palette's. I'm using Pixel8r 2.71 and tried 2.72. I'm working on a asset where all the assets will need to adhere custom 256 color palette. I generated the palette from Asperate and set it up within pixe8r.
The problem I'm facing is colors are not exactly adhering accurately. To elaborate:
This color palette has many grey colors. Even if I input the exact value for the grey that the color palette would use, the colors all seem to shift more towards tannish color.
Thinking it was a shading issue I followed your tutorial on setting the emissive up (which is handy!) But sadly was not the problem.
Other things I tried was changing the color spaces for the image input and the palette color space.
I also don't have this problem as much when using the generate palette but for my team's use, color accuracy will be pretty important.
Is there anything I can do to get Pixel8r to read the custom palette more accurately or shift the colors?
Thanks again for such a amazing tool!
That's odd, it may just be a simple layout problem, because unless there's a bug it shouldn't output any colors that aren't in the palette.
Can you share the palette image? You should be able to upload it here, or you can reach me thru my email (found on my ArtStation), or my Twitter account. Whatever you prefer! If you're comfortable sharing it here though it could be helpful for anyone in the future.
Hi! I tested this! So firstly make sure you're on the latest version of Pixel8r (2.72). The last one had a bug with palettes.
Secondly, the way I have it interpret palettes isn't very intelligent at the moment. It expects the palette to be laid out as a horizontally laid out, 256 wide image like so:
Testing this one on my end it works perfectly:
That's my fault as I didn't document that well.
A smarter, more unified palette/LUT feature is on the todo list for a future version, though it will be a bit slower to process and probably be part of a big paid update which adds a ton of useful new features (especially for Quake modders!)
Sadly the image does not appear for me. Is it just 1x256 and reads left to right?
Images should be loading now!
Hi there, i am a university student based in Turkey, specializing in animation. Currently, I am working on a short animated film for a school project, and I am particularly drawn to the pixelated style.
Considering the economic situation in my country, gathering $35 for this plugin proves it is not an option, as it nearly quadruples my monthly budget. I fully appreciate the value of your service, and I am aware that a discount may not always be possible. However, I wanted to try if there might be a possibility of receiving a discount.
I have saved 400 Turkish liras over several months, equivalent to approximately 15 dollars. While I understand this falls short of the full price, but i am hopeful that you might consider my budget constraints. Your understanding and support would greatly contribute to my short animated school project.
Thank you for considering my request, and I appreciate your time and attention to this matter.
By the way, I've played Ultrakill multiple times and absolutely love it. Thanks for your work on that too!
Hi! If you're still online can you reply to this message?
edit - so we can sync up somewhere, go to my artstation and find my email and we can chat
Certainly! I have sent you an email.
I apologize for the inconvenience. When I clicked on the link you provided, it led to a page saying, "We couldn't find your page." Am I missing something? Im kinda new at itch.io, so please let me know.
oops sorry! resent the right one
You deserve more than $35 for this amazing tool
Just wanted to leave some positive feedback because I've been using the filters for a few months now. Pixel8r is awesome! I use it for a ton of different assets for a stylized video game project, and it's absolutely great! Saves me a ton of time to be able to pixelate my textures directly in Substance Painter :)
Yay! Glad to hear it's helped you out <3
你好作者能否出一版中文翻译的教程,我英语不是特别好,用这个插件特别费力,感谢!
I just wanted to say I used the filter for our GMTK Game Jam game and it's been great! Really easy to use and made the pixel art/retro artstyle very achievable in the limited time thanks to your filter. So thanks!
How download? Error: no manager for installer unknown
There is no installer. It's a Substance Painter plugin, you just drag and drop it into the program.
Hi, I'm looking to make a material with some extruding tassles that would be piped into a transparent cutout shader in Unity. Any tips for adding an opacity channel with the Pixel8r workflow?
Hi! I touched on transparency a small amount in my user guide videos but in this case it should be as simple as switching the shader in Painter to alpha test and adding an alpha channel.
For performance, Pixel8r is disabled on other channels by default and you just need to click the channels in the Pixel8r filter to enable them!
Ah I forgot to re-enable the channels and couldn't figure out why it wasn't working. Thank you! I love this addon and I've learned more about Substance painter workflows through your tutorials than I have almost anywhere else :)
Yay! I'm glad to help!
hey i have a question about modeling step , how much detail should it be in model ?
before it get lost in with pixel effect ?
That is quite open ended and really depends on the specifics of your project. For ex in a game -
• How close the asset will be to the camera? Something the player interacts with constantly or sees up close usually needs more detail to feel good.
• What is its relative importance compared to the rest of your scene?
• Are you trying to reproduce the look of a distinct retro system?
• Are there any other technical constraints you need to consider?
As an example, on ULTRAKILL regular enemies tend to be 1-2k tris and their textures rarely go above 256x256, but it really depends on whatever suits the needs of the character.
It would be a good idea to make a couple test / prototype assets to hone in your artstyle and requirements. The good thing about Substance Painter is you can always edit the model/uvs after the fact, reimport to Painter, and your painting will reproject onto the updated asset without needing much rework.
We often take advantage of this on UK and go back and forth between modeling and texturing to get things feeling right.
Hope this helps!
There should be no problems using the latest versions of Painter.
Hi, does it still work with Substance Painter/Designer 2018? I've still the pre-Adobe versions :) Many thanks in advance!
yep!
Hi! Will you do any kind of sale or coupon on this november/black friday?
Many thanks in advance!
yep!
<3
Hi! I saw that this works with Substance products, does it work with any other non-Adobe products?
Not at this time. It's coded within Substance and so can only work with programs that support Substance Filters.
Cool, I'll get a subscription, this plugin looks incredible!
You can also get a perpetual license through steam, though of course the up front cost is higher. Especially so if you want both Designer and Painter.
I believe they give you 1 year of updates if you go that route!
I absolutely love this tool. It's made working on my retro game 100x easier and I highly recommend it for anyone that seriously wants to do retro texturing.
Hello!
This tool is actually brilliant and I would like to continue using it in my pipeline.
I would to ask for help with updating it or get clarification about it.
Long time ago I bought Pixel8r v.1.5.3 from gumroad.
I did not really had a gumroad account if it makes difference.
I got an email mentioning v.2.5 have been released, but when I clicked the link to get the update, it only led me to a page saying "sold out", so I could not really get an update. And I also learned product has been moved to itch.
Does it means I have to buy v.2.5 separately or is it possible to receive an update somehow?
Hi! To support continued development, the way I've managed it is that fractional versions (1.5, etc) are free updates, and the whole version numbers are separate products.
Gumroad doesn't support upgrades, and so when I launched 2.0, I ran an upgrade sale.
2.5 (and a soon to come 2.6) were free upgrades to 2.0, and any existing 2.0 customers on Gumroad can still get those for free.
The email to 1.0/1.5 customers was unfortunately timed because shortly after, Gumroad had a public meltdown and I pulled my products in response.
I'll probably run another sale here in the near future, so keep your eyes peeled!
Thank you!
I would receive the updates you took it from there and now I download the new one, even an email I received
Get Pixel8r 2.5 Before now, Pixel8r was a great tool for working with low resolution textures in Substance, but now it can truly fit into any workflow and replicate any style of retro asset. All of these features work across both Substance Painter and Substance Designer in pre-Adobe and newer versions of both programs!
Anyway, I never sent one of these when 2.0 was released, so I just wanted to share the big news and hope you consider updating!
-Ryann Post a comment You've received this email because you've purchased Pixel8r v1.5.3. Unsubscribe
how can i get the update now that you removed it from gumorad?
Hi! That email was only sent out to people who purchased Pixel8r 1.0 (which had a free v1.5 update) but not Pixel8r 2.0.
Pixel8r 2.0 (and its free v2.5 update) was always a separate purchase on Gumroad. I have just moved stores.
Anyone who previously purchased 2.0 on Gumroad is still able to download the latest updates.
If you *did* purchase 2.0 and still got that email, you probably did it without an account or via a different email address. If that is the case, check your emails for your receipt and you'll have a link to access the download page, where you can get 2.5.
I am a pretty new substance designer so I'm not great but this is an example of what I was able to accomplish with this node
Im really bad at creating textures(I'm more of a programmer) so somebody whos more experienced probably would produce a better result.
Does this plugin work with Substance Sampler?
It should! I don't really use sampler, so if there's any issues there lmk.
Thanks!