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Lurfleman

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A member registered Jan 13, 2022

Recent community posts

did it for another character, again really liking how much time this is saving me.


Truth be told there's not a lot of features I could suggest! PixelOver is just... really awesome! I'm still learning more functionality with it. Only recently got to fiddling with Deformation and Mesh stuff, which blew my mind. 

So running animations have always been really time consuming for me personally, and just wanted to throw huge props to the program for drastically making them easier! Will definitely encourage some artistically minded friends to look into Pixelover going forward.


Started out with a basic rig for the character and some vague shapes for parts I'd go over later, since his outfit has a lot of swishy cloth to it.


Sorry about the compression - Blender's not so good with the GIF Exporting. Went over the other areas by hand and touched up some areas that needed refining after the fact. Even went and added the tail too, once I was happy with the whole leg situation.

Whole process only took a few hours, which is a drastic improvement from what this sort of animation would normally take me. So yeah! Big fan of PixelOver, huge props. Definitely planning to use it more going forward.

they did have colors only, but they were emission shaders and weren't really mapped to the model like the ones I'm using now are.


They worked for blender, but not for anything else, basically. I had got into the habit of using them so I didn't need a light source in blender.

(1 edit)

So one of the features of PixelOver I was SUPER HYPED FOR was being able to import 3D models (which I make for reference material anyway) and animate with them. But I had a hard time getting the program to recognize whatever materials/textures my model was using.

The Model worked fine and I could give it an outline and stuff, but all of the materials would just be blank.

Fiddled around with the Materials settings in Blender until the program would recognize stuff. Ended up with this.

Just a super simple single color material, which I usually use just to help tell one part of the model apart from another. It shows up though! I think it's just the TextureCoordinate mapping, which I didn't have previously because I was using emission shaders for unrelated reasons. 


I couldn't find any tutorials or explanations on how to get Materials to show up properly in PixelOver, so I'm just throwing this poorly made example up. Hopefully it helps some people! Of note, even if the colors don't show up as you expect them to, you can always Index them and tweak them after the fact.


I'ma fiddle around with Blender's material settings when I have more time and see what else I can get it to do. Ya'll have a good day, and good luck with things!

Been loving my time with Pixel Over! It's everything I like about Adobe Animate in a convenient pixel-art friendly format.

My one gripe would be that, as a pixel artist, it would be really nice if there were something akin to Blender's Knife tool, or Animate's ability to break apart BMP's. It's not like a huge issue, since I can do that in whatever program I'm using to draw in, but I feel it would make the process of preparing assets for Bone animation a lot smoother. Just paste in a frame, cut it into parts, and get to animating.

Not entirely sure how feasible this is in the engine Pixelover uses, but it was an idea.