What Palettes, Textures, and Shapes Are Available in Layoutit Voxels?

Updated

Layoutit Voxels gives you three palettes (Endesga 32, DB32, Pico8), two texture sets (Kenney, Astropoodle), and four shape tools (cube, slab, wedge, spike). You pick a palette and texture from the editor's side controls, then choose a shape before placing voxels on the grid. The palette controls which colors you can paint with, the texture changes the surface look of your voxels, and the shape determines the geometry of each block you add.

Palettes: Three Fixed Color Sets

The editor's palette selector lists three options:

Palette What it is
Endesga 32 A 32-color palette
DB32 The DawnBringer 32-color palette
Pico8 The PICO-8 fantasy-console palette

These are preset palettes rather than free color pickers, so the colors you can paint with come from whichever set is active. Switching palettes changes the available color choices for the paint tool. If you want a consistent retro look, pick the palette first and build within it; changing palettes later can shift how your model reads.

Textures: Kenney and Astropoodle

Two texture options appear in the texture selector: Kenney and Astropoodle. Textures affect how voxel surfaces are rendered, so the same shape and color can look different depending on which set is active. Choose a texture early if surface appearance matters to the final model, since it applies across the voxels you build.

Shapes: Four Geometry Tools

The shape selector offers four voxel geometries:

  • Cube — the standard full block, the default building unit.
  • Slab — a flatter block, useful for floors, steps, and thin details.
  • Wedge — a sloped block for ramps, roofs, and angled edges.
  • Spike — a pointed block for tips, cones, and sharp details.

Shape is chosen before placing, alongside the add, fill, paint, and erase tools. Mixing shapes is how you get beyond a plain blocky silhouette: slabs for ground layers, wedges for transitions, spikes for accents.

How These Options Work Together

The three settings are independent but combine on every voxel you place. A practical order of work:

  1. Pick a palette so your color range is fixed.
  2. Pick a texture so surfaces render consistently.
  3. Select a shape, then add, fill, or paint voxels on the grid.

The editor tracks your model with counters for voxels and facets plus an approximate size, so you can watch complexity grow as you mix shapes. When the model is ready, the toolbar supports export as VOX, CSS, VOX TXT, and PNG, plus Copy, Embed, Open Codepen, and Download Code — so the palette, texture, and shape choices carry through to whatever output format you choose.

Choosing Between Them

  • Want a specific retro color feel? Start from Pico8 or DB32 rather than Endesga 32, and stay within that palette.
  • Building mostly flat terrain or architecture? Lean on slabs and wedges; cubes alone will look blocky.
  • Adding fine detail or silhouettes? Use spikes sparingly for tips and accents.
  • Unsure about texture? Try both Kenney and Astropoodle on a small test model before committing to a larger build.

The palette, texture, and shape selectors are visible in the editor's main control area, so you can change any of them at any point and see the effect on the model immediately.