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vunderba • yesterday at 7:06 PM • 2 replies • view on HN

I mention this a lot: the two basic post-processing steps you have to do, at a minimum, to give genai images even a semblance of pixel art are palette reduction and square grid alignment.

Unfortunately, the definition of "pixel art" like "vibe coding" has been diluted to the point of almost being meaningless.

If you have a project like this with tens of thousands of tiles, you have to run them all through square grid alignment. That process tries to pick an optimal square grid and then reduce the image to a discrete set of pixels, with each square resolved to a single color.

It's similar to what you do when you shrink an image using nearest-neighbor scaling. As a result, you mitigate a lot of the irritating high-frequency noise and fringing that occur in these higher-resolution pixel art images from generative AIs.

Applying it to a project with tens of thousands of images still requires a lot of manual intervention. This is what makes separates good pixel art from bad pixel art: even at a low resolution of 16x16 or 32x32, it's still recognizable.

Try taking any of the 512x512 tiles from this particular isometric city project (or any of the other dozen variants) and feed'em into Spritefusion and you'll quickly see what I mean.

https://imgpb.com/ePXki


Replies

elxr • yesterday at 10:34 PM

> Unfortunately, the definition of "pixel art" has been diluted to the point of almost being meaningless.

Nah, people who enjoy pixel art games, and pixel-artists have complete clarity on what pixel art means. There is zero dilution to that term among people who actually have pixel art drawing talent.

Conscat • yesterday at 9:12 PM

Mixels and incoherent palettes had confused the term pixel art long before genAI imo.