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How to Turn a Photo Into Pixel Art

This is the guide I'd hand my past self. When I first started converting photos I ended up with a lot of muddy, unrecognisable blobs, until it clicked that three things decide everything: the photo you feed in, how big the pixels are, and the palette. Once those are right, it's genuinely a two-minute job. This version of the guide has grown to cover what the tool is actually doing, a worked example, and the problems people run into most.

By · Published 5 August 2026 · Updated 15 October 2026

What's actually happening

Real pixel art gets drawn by hand, one pixel at a time. Converting a photo is a shortcut. The tool shrinks your image down so clumps of pixels collapse into big blocks, averaging the colours inside each one, then snaps every block to the nearest colour in a small palette, then scales it back up with hard edges. You get the look without the hours. The trade-off is that you're steering with three controls instead of drawing, so how you set them is the whole game. If you want the technical detail there's a separate guide on how the converter works.

A sunset illustration over mountains, before conversion
1. SOURCE a smooth image
The sunset pixelated at pixel size 8 with original colours
2. PIXELATED pixel size 8, original colours
The sunset pixelated and mapped to the NES palette
3. PALETTE APPLIED pixel size 8, NES
The sunset pixelated and mapped to the Game Boy palette
3. OR THIS pixel size 8, Game Boy

Step 1: pick a photo that suits it

This is the part I skipped at first, and it's the part that matters most. Pixelation throws detail away, so a busy photo turns to soup. What works well:

A portrait, a pet, a single object on a plain wall: all brilliant. A wide holiday snap with fifty things happening: not so much. If the photo you love is busy, crop it first. Cropping is the single most effective edit you can make before converting.

Step 2: load it in

Open the converter, then either hit Select Image or just drag a file straight onto the canvas. JPG, PNG, WebP, GIF and most other common formats work. Everything runs in your browser, so nothing gets uploaded anywhere. That part mattered to me when I built it. I didn't want to fling personal photos at somebody's server just to pixelate them. You'll see a preview the moment the image loads.

Step 3: set the pixel size

The slider decides how chunky it gets. Small keeps the shapes, which is what you want for faces. Big goes bold and low-res. There's no magic number, but there is a useful way to think about it: the pixel size is how many of your photo's pixels get merged into one block. So a 1200-pixel-wide photo at pixel size 10 gives you 120 blocks across, which is a very convincing retro image. The same photo at pixel size 40 gives you 30 blocks across, which is a mosaic.

Photo widthPixel sizeBlocks acrossWhat it looks like
1200 px4300Fine pixel art, faces fully readable
1200 px8150Classic 8-bit, still clearly a photo
1200 px12100Chunky, portraits still hold
1200 px2060Bold, faces only just hold
1200 px4030Abstract mosaic

What I do is push it up until it looks properly retro, then pull it back a notch or two until the subject reads again. The full breakdown, including the maths for hitting a specific output size, is in the pixel size guide.

Step 4: choose a palette

This is where the mood gets set. Keep Original colours for a clean, modern pixelation, or switch to a console palette to really change the feel. The same photo can look calm in Game Boy green and completely electric in ZX Spectrum. A quick rule of thumb:

Try a couple. Every palette is one click apart and the preview updates instantly. The palette guide compares them side by side on the same image, and each has its own reference page listing the exact colours.

That's the theory. The fastest way to learn it is to just have a go.

OPEN THE CONVERTER

Step 5: save it

When you're happy, hit Download 8-Bit and you'll get a PNG at the same size as your original. Keep it as a PNG. If you re-save it as a JPG later, the compression smears those crisp pixel edges and quietly undoes the whole effect. If you need to resize it for somewhere specific, resize by a whole number (exactly 2x, 3x, half) with "nearest neighbour" resampling if your image editor offers it, so the blocks stay square.

Common problems and how to fix them

What you seeWhyFix
A muddy blob with no subjectPixel size too large for the photo, or the subject was small in the frameCrop tighter, then drop the pixel size until the eyes or outline come back
Face looks like a mask, all one colourFlat lighting plus a small palettePick NES, PICO-8 or C64, or add contrast before converting
Sky turned greyCommodore 64 pulls muted colours towards its greysBoost saturation first, or use NES for skies
Everything is pink and blueCGA only has four coloursThat is the CGA look. Try ZX Spectrum for more colour with the same energy
Speckled, noisy areasNeighbouring blocks flipping between two similar palette coloursIncrease pixel size slightly, or choose a palette with more colours
Result looks blurryThe PNG was re-saved as JPG, or resized with smoothingExport PNG, resize only by whole numbers with nearest neighbour

Stuff I got wrong early on

Ideas for what to make

Frequently asked questions

Can I turn a photo into pixel art for free?

Yes. The 8-bit photo converter is free, has no watermark and no sign-up, and runs entirely in your browser so your photo is never uploaded.

What pixel size should I use for a portrait?

On a full-size phone photo, start near the top of the slider (25 to 40) or resize the photo first, then adjust until the eyes and mouth are clearly readable. Faces start losing their shape below about 60 blocks across.

Which palette keeps a photo most recognisable?

Apart from Original colours, NES keeps the most detail because it has the most colours. Of the 16-colour palettes, PICO-8 handles skin tones best, with Commodore 64 close behind.

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