How to draw pixel art with depth, sculpt voxels, animate them, and export models that drop straight into Godot, Unity, the web or a 3D printer.
Draw a pixel sprite, give it per-pixel depth and export a game-ready 3D model - the full workflow, in the browser, with no install.
What a depth map is, how extrusion reads it, and how to paint one that produces a clean low-poly mesh instead of a noisy one.
Get a model from the editor into Godot 4: the GLB preset, why the pixels stay crisp with no import settings to change, collision naming, and the live-link importer plugin.
Get a model from the editor into Unity: the GLB preset, glTFast, the point-filter and unlit-material settings that keep pixel art crisp, and the importer window.
A practical comparison of the 3D formats the editor writes - what each one carries, what it drops, and which one your target actually wants.
The sculpting tools in the browser voxel editor, how voxel layers keep edits separable, and what the face brush and 3D stamps are for.
Build a skeleton, bind voxels to bones, key a walk cycle on the dope sheet and export it as an animated GLB - all in the browser.
Baked ambient occlusion, per-colour emissive and metallic materials, selective bloom and dynamic lights - and which of them survive an export.
Export pixel art as a printable STL, and read the two warnings that catch the failures pixel-art models are prone to before you waste filament.