AI models smear pixel art edges with antialiasing. Flood-fill follows the exact colour boundary — every pixel either stays or goes. Transparent GIF, APNG, or spritesheet PNG output.
Character walk cycles, item animations, tile sprites — any animated pixel art
Hard pixel edges preserved — no antialiasing smear, no partial transparency on solid pixels
Transparent GIF, APNG, or spritesheet PNG — drop into Unity, Godot, Phaser, or Pygame
Pixel Art Export Options
Use Fast (flood-fill) method and set tolerance to 8–12 for crispest pixel edges
AI segmentation softens edges by design. Pixel art has no soft edges — every pixel is intentional.
Auto-detect routes flat-colour pixel art to flood-fill automatically. You can also force it with the Fast option.
Flood-fill works on solid, uniform background colours. A checker pattern (alternating colours) is not a single colour, so the result will be partial. For checker backgrounds, use the AI method or manually pick a simpler background before uploading.
This happens when you use the AI method on pixel art. Switch to Fast (flood-fill) — it makes binary keep/remove decisions per pixel with no antialiasing. Also avoid resizing the GIF before upload, as that introduces blur before processing even starts.
Import the spritesheet PNG into Unity, set Texture Type to Sprite (2D and UI), then set Sprite Mode to Multiple. Open the Sprite Editor and use Slice → Grid By Cell Size with the frame dimensions. Unity generates individual sprites from the grid automatically.
Set tolerance to 8–12 for standard pixel art with hard edges. Higher values (16+) may eat into the sprite's outline pixels if the background and outline colours are close. If you see the outline being clipped, lower the tolerance.