unpixelate.net

Pixel art converter

Image to Pixel Art — Small Grids, Few Colors

The real thing: your photo shrunk onto a small grid and repainted in a limited palette — with optional dithering for gradients and hard-edged PNG export at any scale. Free, no account, right in your browser.

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Drop a photo here to turn it into pixel art

or click to choose a file

JPG · PNG · WEBP · up to 10 MB — converted on your device, never uploaded. Only convert images you own or have the right to use.

No image handy? Try a sample

How it works

Convert an image to pixel art in three steps

Every converter on this page does the same two things: it shrinks your photo onto a small grid, and it repaints each grid cell with the nearest color from the palette you chose. Shrink without the palette and you get a blocky photo — the limited palette is what turns blocks into pixel art.

01

Load a photo

Drop in a JPG, PNG or WebP, paste a screenshot, or start from a sample below. Close-up subjects on simple backgrounds convert most cleanly.

02

Set the grid and the colors

Slide the art width, choose a palette, and the preview repaints as you move. Most photos need two or three tries — not twenty settings.

03

Export the PNG

Save at 1× for editors and game engines, or scaled 4×–16× for sharing. The palette itself downloads as a file too.

Example

Real results from this converter

All three pixel-art sides come straight out of this converter with the settings shown — nothing was touched up afterwards. Our sources were cropped to their subjects first; tight cropping is the cheapest quality upgrade there is.

A 1970s family portrait photographBefore
The same portrait converted to 48-pixel-wide pixel art in the Sweetie 16 paletteAfter
48 px grid, Sweetie 16, no dithering, saturation +20, contrast +15. Sixteen fixed colors flatten the background into shapes and stylize the skin — closer to a character portrait than to a photograph.
A family of four standing in a gardenBefore
The same garden scene converted to 128-pixel-wide pixel art with an auto-built 24-color paletteAfter
128 px grid, Auto palette at 24 colors, no dithering, saturation +20, contrast +10. Group shots need room: at this width the palette keeps all four faces and outfits distinct.
A macro photograph of a butterfly on lavenderBefore
The same photo converted to 96-pixel-wide pixel art in the four-shade Game Boy palette with ordered ditheringAfter
96 px grid, Game Boy palette, ordered dithering at 50%, contrast +15. Four greens plus a Bayer pattern stand in for every other color — the same trick the handheld itself pulled off.

Palettes

Choosing a palette

Size sets how coarse the art is; the palette sets what it will look like. Auto derives its colors from your photo, while each fixed palette bends the whole image toward a console’s — or an artist’s — look.

Auto (2–64 colors)

Samples your photo for its most representative colors — median cut first, then a few rounds of k-means so rare-but-important colors like eyes keep their place. It stays closest to the original. Around 8–16 colors the result reads unmistakably as pixel art; 32 or more starts looking photographic.

PICO-8

The 16 colors of the PICO-8 fantasy console — loud, saturated, a little candy-colored. Excellent for bold subjects and game mockups; not kind to delicate skin tones.

Game Boy

The handheld's four greens. Nostalgia in one click — add ordered dithering so skies and other smooth gradients break up into pattern instead of banding.

Sweetie 16

A 16-color community classic from Lospec: warm skins, cool blues, an even grey ramp. Probably the easiest fixed palette for people pictures.

Commodore 64 and CGA

Two home-computer time machines: the C64's muted sixteen, or CGA's black-cyan-magenta-white neon. Pick them for the period feel rather than for faithful color.

Grayscale and 1-bit

Eight greys for a monochrome-LCD mood, or true black-and-white. Photographs on 1-bit live or die by dithering — Floyd–Steinberg around 60% usually works.

Custom

Paste hex codes directly, or drop in the contents of a Lospec .hex or a GIMP/Aseprite .gpl file — handy when the output has to match a game, a brand, or an existing tileset.

Settings guide

Size, colors and dithering

Three controls carry most of the weight. How to think about each:

Size: the width of the art itself

The download can be any size; this slider sets the art. Icons and emotes live around 32 px, avatars and sprites at 48–64, scenes and posters from 96 up. Small grids stylize and forgive busy photos; large grids hold more detail but read more like a resized photo.

Colors: fewer than you think

Retro sprites worked with 4–16 colors, and that range still holds up. If an Auto result looks muddy, drop to 8–12 colors and raise saturation — a tight palette is what keeps shapes legible on a small grid.

Dithering: none, Floyd–Steinberg or ordered

Dithering interleaves two palette colors so the eye reads a third. Keep it off for flat, clean sprites. Floyd–Steinberg scatters the error like film grain — good for smooth photo gradients. Ordered dithering lays down the regular cross-hatch you remember from 8-bit games.

Export: true size or scaled

At 1× the download has exactly as many pixels as the art — the format Aseprite, tilemaps and engines expect. 4×–16× blow each art pixel up into a crisp square, which survives social platforms far better than letting them blur a tiny image.

Contrast sells pixel art. Nudging contrast up 10–20 and saturation up 15–30 before quantizing does more than any cleanup afterwards — the palette is sampled from the adjusted pixels, so those are the colors you get. That is why both sliders sit right next to the size control.

Use cases

What people make with it

Game sprites and mockups

Reference photos and renders become jam-game sprites — export at 1× with the .gpl and your editor's swatches match the sheet exactly. Manual cleanup in Aseprite from there.

Avatars and profile pictures

One face at 48–64 px in a dozen colors makes an avatar nobody mistakes for anyone else's — export at 8× so Discord, Twitch or GitHub don't blur it.

Posters and prints

Scenes and landscapes at 96–128 px, exported 16×, read as deliberate retro art prints. C64, or 1-bit with dithering, carries the aesthetic hardest.

What to expect

A converter, not an artist

What it does well

Faithful, repeatable restyling: every output pixel is derived from your photo by fixed rules, and the same settings always reproduce the same art. Cropped subjects, clean backgrounds and a boost of contrast give the best results.

What it cannot do

It only reduces — fewer pixels, fewer colors — so tiny text stays unreadable and nothing is invented. It is also not the privacy tool: mosaic censoring of faces and plates is the pixelate image job, and reconstructing detail into small or blocky images is the unpixelate job.

Building pixel art by hand is a craft — a converter gives you the grid and the palette, and tools like Aseprite take it the rest of the way. And if your photo is blurry rather than sharp, conversion will faithfully pixel-art the blur; the unblur page is the fix for that first.

FAQ

Pixel art conversion — frequently asked questions

Is this converter AI?

No, and that is the point. Conversion is deterministic image processing — downscale to a grid, snap to a palette, optional dithering — so the same photo with the same settings always produces the exact same output. It transforms your photo; it does not invent anything.

Is it free? Do I need an account?

It is completely free and needs no account — the conversion runs entirely in your browser tab. This is different from our AI reconstruction tools, which sign you in so credits can be attached to your work.

Is my image uploaded to a server?

Never. The photo is read into a canvas in your own browser and every conversion happens on your device. You can even disconnect from the internet after loading the page and it keeps working.

What grid size should I use?

32 px suits icons and emotes, 48–64 px suits avatars and character sprites, and 96–128 px suits scenes and posters. Smaller grids look more stylized and forgive busy photos; larger grids keep detail but drift back toward looking like a small photo.

Which palette should I pick?

Auto builds a palette from your photo and stays faithful to it. The fixed palettes (PICO-8, Game Boy, Sweetie 16, C64, CGA) push your image into a known style. Fewer colors read more clearly — classic sprites used 4 to 16 colors — and dithering helps photos with gradients survive a tiny palette.

How is this different from the mosaic pixelate tool?

They are opposite jobs. The pixelate image tool hides things: draw boxes over faces, plates or details to censor them. This page restyles the whole image into limited-palette pixel art. If your goal is privacy, use the mosaic tool; if your goal is the look, use this one.

Can I use the result in Aseprite or a game engine?

Yes — export at 1× so the download has exactly as many pixels as the art itself, which is what sprite editors, tilemaps and engines expect, and save the palette as .gpl or .hex so your editor shows the same swatches. The output is a plain PNG of your own photo, so commercial use is yours to make.

Can it add detail or fix a low-resolution photo?

No — conversion only reduces: fewer pixels, fewer colors. It cannot reconstruct anything, and tiny text in the photo stays unreadable. If you want the opposite job — estimating sharp detail back into a small or blocky image — that is our main AI tool.

More questions? See the frequently asked questions page.

More pixel tools

Related jobs, one toolbox

Pixelate image

The privacy job: draw mosaic boxes over faces, plates and details right in the browser. Free, no upload — same as this page.

Unpixelate image (AI)

The reverse direction: AI reconstruction estimates sharp, high-resolution detail back into small or blocky images.

Upscale image

A sharp photo that is simply too small for print — the focused page for enlarging with AI, up to 8MP.

Got a photo worth 8-bitting?

Free, no account, converted on your own device — try the sample if you don’t have one handy.

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