App-ikon for Isopxl: Low Poly Modeling

Isopxl: Low Poly Modeling

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Turn low-poly 3d models into pixel sprites, right on your iPhone and iPad

Af SHAYNE YOSHIHIRO KASAI · Foto og video
Debuts-score 84NyGiv den første bedømmelse

Derfor forventer vi det: A clear niche tool with a well-explained workflow, strong export options, and a broad audience of pixel artists and indie game developers.

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Kort fortalt

Isopxl: Low Poly Modeling lets users build low-poly 3D models on iPhone and iPad, paint pixels on their surfaces, and export them as transparent PNG sprites from isometric, top-down, or side views. It suits makers of assets for pixel-art games. One standout feature is OBJ export with textures for use in Blender and other 3D tools.

Resumé fra Debuts, baseret på app-siden i App Store.

Om appen

Turn low-poly 3d models into pixel sprites, right on your iPhone and iPad.

Isopxl lets you build characters, props, and buildings, paint pixels directly on their surfaces, and export them from multiple directions. Make assets for isometric worlds, top-down adventures, and side-scrolling games, or export a textured 3D model for use in other tools.

BUILD YOUR MODEL

Start with a cube, wedge, cylinder, cone, UV sphere, or icosphere. Move, rotate, scale, extrude, and subdivide to shape your creation.

Edit individual faces, points, or whole parts. Use axis controls for precise adjustments, duplicate parts, and experiment with undo and redo.

PAINT PIXELS ON EVERY SURFACE

Paint directly on your model, or open an individual face on a flat canvas for detailed pixel work.

Use pencil, line, circle, fill, eraser, and color picker tools. Keep surface pixels a consistent size across your model.

Choose a built-in palette, create your own colors, or import palettes from the Lospec website.

ONE MODEL, MULTIPLE SPRITE VIEWS

Choose Isometric, Top-down, or Side-view. Preview 4, 8, or 16 directions, then export one view or several as separate transparent PNG files.

Fit each sprite inside a 16×16, 32×32, 64×64, or 128×128 image, or use a fixed number of pixels per tile to keep characters, props, and buildings at the same scale.

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