v1.3.0 Changelog

  • New feature: Multiple new UV tools and new options to "Pixel Art Unwrap".
    • New UV Tools section in the UV panel. Pixel Art Unwrap options are now in their own Unwrap Options section.
    • Share UVs: stacks the selected faces on the same UV spot, so they paint the same pixels (ex: the 8 sides of a cylinder painted only once). The last selected face is the source, and Match Size also resizes the other faces to the source's size. Click the X button to unshare.
    • Keep Together (Join): neighbouring faces stay connected as one UV island when running Pixel Art Unwrap (to preserve the shape of the mesh, like a character's face), instead of each face becoming its own island. Click the X button to release them.
    • Select Linked UV Faces: selects every face that is shared or joined with the selected faces.
    • Flip Islands H and Flip Islands V: flips UV islands in place.
    • New Shared Faces and Joined Faces lists: every group gets a name and a color, and can be selected and removed from the list. Selecting a face in Edit Mode also selects its group in the list, and the group is highlighted in the 3D Viewport and in the UV Editor.
    • Each joined group can choose how Pixel Art Unwrap unwraps it: Relax, Keep Aspect (keeps the proportions of the current UVs) or Keep Shape (keeps the island exactly as drawn, only scaled to the texel density). A group can also be a single face, to keep the shape or aspect of just that face.
    • Pixel Art Unwrap now lays each face flat in its own plane, keeping its exact shape and pixel density.
    • New Unwrap Options:
      • Margin (px): whole pixels between islands.
      • Avoid Shearing and Diagonal Pixels: faces keep their exact shape and pixel density. When turned off, every corner goes onto a pixel corner, there are no partial pixels, but faces that are not rectangles bend a little.
      • Snap Corners Within: faces that are already almost on the pixel grid are snapped onto it, and the others keep their exact shape.
      • Keep Pinned UVs: pinned UVs stay where they are, other faces are packed around them.
      • Keep Density Zones: each face is scaled by the density of its zone, instead of one density for the whole model.
      • Keep Pixel Aspect: each face keeps the pixel aspect measured for its zone, the unwrap keeps the proportions of the original UVs.
      • Joined Faces Layout: Unfold (every face keeps its exact shape), Relax (one piece, for curved surfaces), Project (seen from one direction) or Auto (unfolds when the faces can lie flat, relaxes when they are curved).
  • New feature: New Density Zones tools and algorithms. Management UI and tools revamped.
    • Density zones now also have a pixel aspect (pixels taller than they are wide, or the other way around, which is common in PS1 models). Detect Density Zones measures it and splits a zone when its islands have different aspects (very thin islands, under 4 pixels, are ignored for the aspect).
    • Measure Aspect: measures the aspect of existing zones and keeps their names and densities (useful for zones made or renamed by hand).
    • Each zone's Pixel Aspect can be edited below the list.
    • Pixel Art Unwrap respects the zones and their aspect with Keep Density Zones and Keep Pixel Aspect (ex: a character's face now unwraps with the same proportions as the face topology).
    • Apply to Faces: Density Zones is now usable with new models (not only pre-existing models). You can select faces and assign a Density Zone to them while making the model, on the fly. Gives the selected faces the zone picked in the list and scales their UV islands to its density, it's how you can assign different pixel sizes for the same model.
    • Clear Zones now asks for confirmation before clearing.
    • The canvas setup wizard also has Keep Density Zones, and the texture size it suggests takes the zones into account.
  • New feature: Fill Patterns and Dithering Patterns for all drawing tools (including brush, shapes, eraser, bucket fill, etc), inspired by Graphics Gale. The patterns can be filled with 2 colors or with primary color + transparency.
  • New feature: Custom pattern management.
  • New feature: Show active tool icon at mouse position, so you know which tool is currenty active without having to look at the toolbar. The icon follows the brush size radius.
  • New feature: Show color being picked with the eyedropper, at the cursor's position, over the viewport (inspired by Krita).
  • New feature: New "Colors and Palettes" section with Blender's color wheel embedded into Pixel Art Studio's panel (it follows Blender's global Color Picker Type preference). The wheel can be hidden in the add-on preferences.
  • New feature: Tiled Mode in the Image Editor (ported from Pixelorama).
  • New feature: Shading brush (ported from Pixelorama).
  • New feature: Pixel art Spray Can tool.
  • New feature: Integration with Godot, Unity and Unreal Engine, a game engine pipeline to easily import and auto-update models and textures painted with Pixel Art Studio into game engines (auto-export when savin in Blender, as well auto create pixel art materials into the game project).
  • New feature: Auto-export to GLTF and FBX on save.
  • New feature: Brush and line tools bleed (UV dilation) like the paint bucket and gradient tools.
  • New feature: The Eraser has the brush's line shortcuts: CTRL+SHIFT erases a straight line from the last stroke, and CTRL+SHIFT+ALT an angled one. It also has its own Bleed setting.
  • Improvement: Pixel Art Unwrap relaxes curved Joined Faces instead of projecting them flat, tilted faces no longer lose pixels.
  • Improvement: Much faster painting with Pixel Perfect on low poly models where every face is its own UV island. Long strokes across many small faces no longer get slower the longer you paint.
  • Improvement: Increased performance of when drawing with brushes bigger than 36px.
  • Improvement: Holding SHIFT when using the Line tool and moving the mouse now also draws isometric angled lines (straight, 45 degrees, and the 2:1 / 1:2 isometrics, the quarter turn cut at 18, 36, 54 and 72 degrees).
  • Improvement: Holding CTRL+SHIFT+ALT when using the Brush tool and moving the mouse now also draws isometric angled lines (straight, 45 degrees, and the 2:1 / 1:2 isometrics, the quarter turn cut at 18, 36, 54 and 72 degrees).
  • Improvement: Disable the Pixel Perfect button and algorithm for bigger brush sizes, as it cause performance issues and the algorithm does not make a difference past a size of 12px.
  • Improvement: The gradient tool is mirrored when symmetry is active in the 3D viewport.
  • Improvement: THIRD-PARTY-LICENSES updated with the additions from Pixelorama.
  • Bug fix: Brushes that even sized (2, 4, 6, etc) correctly mirror to the other side when a symmetry tool is active, without leaving a 1px offset anymore.
  • Bug fix: When the temporary eyedropper or eyedropper on hold is active, do not show the brush preview alongside the eyedropper.
  • Bug fix: When activating the temporary eyedropper or eyedropper on hold shortcut, show them and pick the colors even if the mouse does not move.
  • Bug fix: Fixed the brush preview (brush ghosting) for brushes bigger than 3px hovering faces with diagonal UVs.
  • Bug fix: Big brushes no longer leak onto faces you cannot see. A stroke close to the edge of a thin or diagonal face used to spill onto a hidden face, into another UV island or into the empty space of the texture. It now paints only the faces it can reach on the surface from where you clicked, and stops where the surface turns away from you (for example under the brim of a hat).
  • Bug fix: A big brush stroke at the edge of a face no longer paints a second copy, at an offset, of the part that was cut off at the edge.
  • Bug fix: The brush paints the same texels whichever direction the stroke started from, fixes UV and face leaks.
  • Bug fix: The brush no longer paints texels that are fully outside the UV of the face under it. To reach the half covered texels along a UV edge, use Bleed 0.5.
  • Bug fix: Fixed Curved Path segments that go from the cap of a cylinder over its rim onto the side stay on their points.