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How Images Are Converted to Pixel Art, and Which of the Three Methods to Use

Feed in the same photo and change the conversion method, and the result differs considerably. But if you pick on the basis of "method 2 somehow looks nicer", you cannot reproduce that success when the subject changes. This page opens up what the conversion in this tool is actually doing — down to the real numbers — and then sorts out which method belongs with which kind of subject. Once you understand the mechanism, you can also work out for yourself how to fix a result you do not like.

1. Inside the conversion — how a color is chosen

The colors available in Heartopia are fixed. This tool holds that 142-color palette and, for every pixel of your source image, decides which of those 142 is closest.

The important part is that the comparison is not made in RGB. Numeric distance in RGB does not match the difference a human eye perceives. So the color is first converted into Lab color space — a representation built around human perception — and compared there.

How one pixel's color is settled

  1. Convert the source pixel's color to Lab.
  2. Compute a rough distance against all 142 palette colors and keep the six nearest as candidates.
  3. Re-run a high-accuracy color-difference calculation — CIEDE2000 — on those six only.
  4. Commit to whichever had the smallest difference.

The two stages exist for speed. CIEDE2000 is accurate but expensive, and a 150×150 canvas holds 22,500 pixels; running it for every pixel against all 142 colors would not be fast enough to use. Narrowing to six candidates with the cheap calculation and then being precise gives both accuracy and speed.

Results are also reused when the same color appears repeatedly. That caching is why an image with a flat background finishes converting so quickly.

How dense the palette is: the two closest colors among the 142 are only 1.9 apart in color difference (#E7D5D4 and #E9D5D0) — essentially indistinguishable to the eye. In other words the palette contains several near-identical colors, and converting a photo can therefore mix in different color numbers that look the same. That is one reason color counts balloon, and it is exactly what the color reduction feature exists to tidy up.

2. What the three methods actually change

The difference between methods 1, 2 and 3 is how the original color is adjusted before it is matched to the palette. The matching itself (Lab → six candidates → CIEDE2000) is identical in all three. These are the coefficients actually applied:

MethodBrightnessContrastSaturationColor selection
Method 1 (Standard) nonenonenone Nearest color to the original
Method 2 (Illustration / Simple) ×1.03×1.05×1.10 Prefers base colors
Method 3 (High Contrast) none×1.25×1.12 Prefers base colors
The same sunset landscape illustration converted with method 1 (standard), method 2 (illustration / simple) and method 3 (high contrast), shown side by side.
Real output from all three methods on one source image. Watch how many bands the sky breaks into, and how far the glow around the sun spreads. Method 2 lifts everything brighter; method 3 draws a hard line between sky and hills.

The numbers look like small differences, yet the results diverge considerably. There are two reasons.

Reason 1: contrast pushes the shadows and the highlights apart at the same time

Contrast adjustment spreads values away from 128 (mid brightness) in both directions. At method 3's ×1.25, a region at brightness 200 moves to 218, while one at brightness 50 moves to 31. The darker something already was, the more it darkens, so shadow gradation collapses into black en masse. That is the real mechanism behind "it looks crisper, but the information in the dark areas is gone".

Reason 2: "prefers base colors" changes which palette entry wins

Methods 2 and 3 favor the base color among entries of the same hue over whatever the raw color-difference calculation picked. As noted above, the palette holds colors separated by as little as 1.9, so under method 1 a tiny amount of image noise can push neighbouring pixels onto different color numbers. Methods 2 and 3 consolidate those onto the base color, and the color count drops as a result. The reason they are described as suiting illustrations is less about the raised saturation than about this tidying effect.

There is also a custom setting where you specify brightness, contrast, saturation and the number of tonal steps yourself. If you want something between methods 2 and 3, or want only the saturation raised, that is where to do it.

3. Quick reference: which method for which subject

Source imageRecommendedWhy
Landscape and portrait photos Method 1 On smoothly graded subjects, no adjustment is the least likely to break down
Anime-style illustration, character art Method 2 Tidies the color count of art that already has clear color areas, while keeping outlines intact
Logos, icons, lettering Method 3 You want boundaries strongly separated, and nothing is lost when the shadows crush
Overcast or backlit photos that look flat overall Method 3 The ×1.25 contrast bites and the flatness improves
Night scenes and dark photos Method 1 Method 3 collapses the dark regions into a single black
Illustrations that are already highly saturated Method 1 Adding more saturation with method 2 or 3 saturates the color and the gradation disappears

When in doubt, compare all three. The method selection screen shows the three results side by side. If they look equally good at thumbnail size, pick the one that appears to use the fewest colors — it will make the build much easier. When visual preference is a tie, color count is the tiebreaker.

4. Images that convert well, and images that do not

Converting to pixel art is a process of throwing information away on a large scale. Converting to a 150×150 canvas means compressing a 3000×3000 photo down by a factor of four hundred. Whether the image still works after that discard is what decides the result.

What makes an image suitable

What makes an image unsuitable

Rather than forcing an unsuitable image through, you get a better result by choosing a different subject. Group shots and wide landscapes in particular work far better as pixel art if you commit to cropping in and making one subject large.

5. Getting the crop right

The single most important thing about the crop is matching the aspect ratio of the destination. Heartopia canvases have fixed ratios, and the faces of clothing and furniture go to further extremes.

DestinationPixelsCrop orientation
Canvas 1:1150×150Square
Canvas 16:9150×84Landscape
Canvas 9:1684×150Portrait
T-shirt front64×80Slightly portrait
T-shirt sleeve64×48Slightly landscape
Sweatshirt sleeve130×70Strongly landscape
Dress inner168×102Strongly landscape
Floor lamp base rim128×16Extremely landscape (a strip)

Place an image without matching the ratio and it will either be stretched or have its edges cut off. The crop screen in this tool is locked to the destination's ratio, so what you see on screen is exactly what you get. Pinch and drag to check that the subject sits inside the frame.

Placing a face: when the subject is a person, putting the eye line about one third down from the top of the frame gives a stable result. Centred, the forehead margin reads as too wide once the image shrinks and the balance breaks.

Do not put photos on extremely thin faces: the floor lamp's base rim is 128×16. Put a photo there and sixteen pixels of height cannot show what it is. Handle strip-shaped faces with a single color or a two-to-three-color stripe.

6. Judging whether you have enough resolution

"A high-quality source gives beautiful pixel art" is not true. What matters is not the megapixel count but how many pixels the subject occupies at the destination size.

Rough guide for faces

Put a full-body photo on a 64×80 T-shirt front, for example, and the face is only a handful of pixels. In that case give up on the full body and crop to the face alone, or switch the subject from a person to a logo or a silhouette — the result will look far better.

On a 150×150 canvas, by contrast, a generous crop can give the face over 100 pixels of height, which is enough for genuinely photographic rendering. The smaller the destination, the simpler the subject must be — that is the underlying principle.

7. The order to check things in when it goes wrong

When you are not happy with a result, changing settings at random makes the cause impossible to find. Check in this order — the items are listed from largest effect downwards.

1. Is the crop right?

Is the subject too small? Is there too much empty margin? This is the most common cause and the one you can fix most effectively. Suspect the crop before you touch the conversion method.

2. Is the precision (pixel count) enough?

Are you putting a detailed subject on a coarse setting? On a canvas, raising the precision one step can be all it takes. Remember that the workload rises in proportion to area.

3. Does the method suit the subject?

Are you using method 3 on a dark photo? Are you stacking method 2 onto an already vivid illustration? Line up all three and re-pick the one with fewer colors and surviving outlines.

4. Have you cleaned up noise and color count?

If it looks grainy, or the color count is needlessly high, noise reduction and color reduction fix it. See Noise Reduction & Color Reduction for the details.

5. Finish by hand

Automatic conversion is a starting point, not a finished piece. Nudging an eye one pixel, joining up a broken outline — you can do all of that directly in the editor. It is not unusual for a few pixels of correction to change the whole impression.

8. Summary