Image-to-pixel-art converter

Tomodachi Life Pixel Art Maker

Convert any image into Tomodachi Life pixel art for the in-game Palette House. Upload a file or paste an image URL, pick a style, choose your dithering algorithm, and see the result side-by-side with the original. Export the pixel art, a side-by-side compare, or a printable recipe card — and copy a share link that opens with the same settings.

4dithering algorithms
4style presets
84palette swatches
URLor file upload

1 · Source image

Drop a PNG / JPG here

Or click to browse

No image? → Try the demo gradient

2 · Pick a style

Detailed = 64×64 grid · Balanced = 32×32 · Retro = 16×16 · Chunky = 8×8

3 · Dithering algorithm

4 · Adjustments

Side-by-side compare

Original
Pixel art

Your pixel art preview appears here

Upload an image on the left, or click Try the demo gradient to test the dithering algorithms.

Output specs

Upload an image to see the output.

Two tools, two workflows

Both convert images for the Palette House. The Pixel Art Maker is about aesthetic control — multiple algorithms, side-by-side preview, photo-friendly. The Grid Maker is about painting accuracy — recipe card, brush mapping, paint-by-numbers.

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Side-by-side compare

See original and pixel art at the same scale — pick the algorithm that preserves what matters in your image.

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Four dithering algorithms

None, Floyd–Steinberg, Atkinson, Bayer 4×4 — try each to find what suits your source material.

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Edge enhancement

Sharpen photos before quantisation for crisper shapes at low resolution.

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Printable recipe card

Export a sheet with the pixel art, brush size, grid annotations, and the dither settings — print it and follow cell-by-cell.

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Shareable links

Copy a URL that encodes your style, dither, adjustments, and image source. Anyone who opens it sees the same result.

Use the Grid Maker instead →
Algorithm comparison
None
F–S
Atkinson
Bayer

Which dithering algorithm should I pick?

Each algorithm trades off in a different direction. Match the algorithm to your source — flat-colour logos need different treatment from photos.

Source type
Best algorithm
Style preset
Why
Logo / flat vector
None
Retro or Chunky
Logos rely on clean blocks. Any dithering adds noise to flat fills.
Photo / portrait
Floyd–Steinberg
Detailed (+ edge enhance)
Diffuses gradient error smoothly. Edge enhance keeps facial features readable.
Anime / character art
None or Atkinson
Detailed
Cell-shaded art has flat regions — Atkinson preserves them with subtle texture on shadows.
Sky / sunset / gradient
Floyd–Steinberg or Bayer
Balanced
Bayer gives a deliberate 8-bit pattern; F–S looks more natural across smooth ramps.
Pixel art source
None
Detailed or Balanced
If your source is already pixel art, dithering only blurs the existing blocks.
Food / icon
None or Atkinson
Balanced
Iconography wants clean shapes; Atkinson adds character without noise overload.
Retro / 8-bit look
Bayer 4×4
Retro or Chunky
Bayer's regular pattern is the signature look of NES/Game Boy-era graphics.

The full pixel-art-to-Palette-House workflow

Five steps. Most designs go from upload to first paint stroke in under five minutes.

  1. Upload or paste a URL. Drag any PNG/JPG into the dropzone, or paste a direct image URL. Pinterest, Wikipedia, and most image hosts work — there's a CORS proxy fallback for the rest.
  2. Pick the right style preset. Detailed for faces and logos with fine work, Balanced for most designs, Retro/Chunky for icons. The preset sets the cell grid (64/32/16/8) and the brush you'll use in-game (4/8/16/32 px).
  3. Choose a dithering algorithm. See the picker above. Tweak Brightness / Contrast / Saturation if the colours feel off; toggle Edge Enhance for photographic input.
  4. Export a recipe card. Click "Print recipe card" — you get a single PNG with the pixel art, grid lines every 8 cells, the exact brush + dither settings, and a clean print margin.
  5. Paint cell-by-cell in-game. Open the Palette House, pick the brush listed on the recipe, set in-game Grid view to 8×8 for the densest reference lines, and follow the printed card.

Pixel Art Maker · FAQ

How style presets, dithering, sharing, and URL upload work.

How does the Pixel Art Maker work?
Upload an image (PNG/JPG) or paste an image URL. The tool resizes your image to the in-game canvas, applies your chosen dithering algorithm, and quantises every cell to the closest swatch in the Palette House palette. The result is a pixel-art version you can paint in-game cell-by-cell.
What are the four style presets?
Detailed is a 64×64 grid (4-px brush in-game) for faces and complex logos. Balanced is 32×32 (8-px brush) and is the recommended default. Retro is 16×16 (16-px brush) for chunky icons. Chunky is 8×8 (32-px brush) for very simple symbols.
Which dithering algorithm should I pick?
None = clean flat-colour blocks, no noise. Best for logos and flat designs. Floyd–Steinberg = smooth gradients, noisy edges. Best for photos. Atkinson = a softer Mac-classic variant, less noise than F–S. Bayer 4×4 = regular dotted pattern, distinctly "retro 8-bit". Try them all and pick what looks best.
What does Edge Enhance do?
It applies a 3×3 sharpening convolution before quantisation, which makes shapes pop in photo input. Turn it on for photographs and complex art; turn it off for logos and clean vector art (it can introduce noise on flat designs).
Can I paste an image URL instead of uploading a file?
Yes — paste any direct image URL (ending in .png, .jpg, .webp, etc.) into the URL field. If the host blocks cross-origin requests, the tool automatically routes through a public CORS proxy. If both fail, download the image and upload it directly.
How is this different from the Grid Maker?
The Grid Maker is paint-by-numbers focused: simple controls, recipe card output, optimised for "I want to paint this exact design in-game". The Pixel Art Maker is style-focused: multiple dithering algorithms, edge enhancement, saturation, side-by-side compare. Pick whichever workflow fits your goal.