Choosing Voxel Resolution and Palette Size
Two numbers define the look of a voxel model: how many cubes fit along its longest side (the resolution), and how many distinct colors it uses (the palette). Getting them right is the difference between a charming character and a muddy heap of cubes.
Resolution: how many voxels along the longest side
In our tool the resolution can be set from 8 to 128. The object is fitted into a grid whose longest side has that many cells, so a value of 32 gives a model up to 32 cubes tall or wide.
| Resolution | Character | Good for |
|---|---|---|
| 8 - 16 | Extremely chunky; only the silhouette survives | Tiny icons, stylised mascots, very retro looks |
| 24 - 40 | Balanced; clear shapes and simple features | cartoon-style characters, game props |
| 48 - 64 | Recognisable details such as faces and limbs | Detailed characters, collectibles |
| 96 - 128 | Fine detail; resembles a sculpture | Showcase pieces, renders; large files |
More is not automatically better. As the resolution rises, the blocky charm that people choose voxels for fades, and the number of voxels grows with the cube of the resolution: doubling it can mean up to eight times as many cubes. That makes editing slower and exports larger.
The automatic option
If you are unsure, enable automatic resolution. It picks the smallest, chunkiest resolution that still keeps the object's shape recognisable, which tends to produce the cleanest stylised result. Use manual control when you have a specific grid in mind, for example to match other assets in your game.
Palette: how many colors
The palette setting ranges from 2 to 64 colors. Fewer colors make a flat, pixel-art look; more preserve gradients and shading.
- 2 - 6 colors: Bold, graphic, poster-like. Works best with characters that have distinct color regions.
- 8 - 16: The sweet spot for cartoon-style: enough variety to read as a character, few enough to look deliberate.
- 24 - 64: Closer to the photo, with subtle shading, at the price of a busier surface.
A limited palette also helps consistency if you plan to combine several voxel models in one scene, and keeps hand-editing manageable, since you are choosing from a handful of colors.
Solid or hollow
A solid model fills the interior; a hollow one keeps only a shell. Hollow uses far fewer cubes, which lowers export size and helps game performance, and is fine when the inside will never be seen. Choose solid if you will cut into the model, animate it breaking apart, or need it to look consistent from any cut.
Look: cartoon or natural
"Cartoon" pushes colors toward bright, flat, saturated tones with simple shading, matching that style of casual game art. "Natural" keeps the source image's own tones, useful for realistic figures or when the photo's colors matter. If your photo is dull or dim, Cartoon tends to look better because it lifts the palette.
Recipes
- Cute game character: resolution 32 (or automatic), 8 colors, Cartoon look, hollow, AI-painted.
- Pixel-art icon: resolution 16, 4 to 6 colors, solid.
- Detailed collectible: resolution 64, 24 colors, natural look, solid.
Paint choices are covered in what is voxel art. If you are not happy with the shape itself, revisit your photo with the photo checklist.
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