Shading & color ramps
Shading lets you sculpt highlights and shadows by stepping pixels along a pre-defined colour ramp (an ordered list of shades, darkest → lightest). Click to darken a pixel by one step; Shift+click to lighten. Trail-tracked so a single drag advances each pixel only once.
This is a workflow built for game-friendly pixel art: you stay within a constrained palette and the result is consistent.
Where to find it
- Shade tool:
Hhotkey, or Tools panel → tool grid (Droplet icon). - Ramps panel: appears in the Tools panel below the brush settings when the Shade tool is active.
How it works
- Pick colours from your palette in order — darkest first, lightest last. Most useful ramps have 3–6 shades of one hue (e.g. four greens for foliage, five skin tones, three metal greys).
- Click on canvas with the Shade tool → that pixel moves one step darker in the ramp.
- Shift+click → one step lighter.
- A continuous drag shades each pixel only once per stroke — you won't accidentally over-shade.
If you click a pixel whose colour isn't exactly in the ramp, it first snaps to the nearest entry in the ramp, then steps from there.
Transparent pixels are skipped.
Building a ramp
- With the Shade tool active, find the Color Ramps section.
- Click + to create a new empty ramp.
- Pick a colour from the palette to set it as primary, then click + Add primary in the ramp panel — that colour is appended.
- Repeat for each step from darkest to lightest. (You can re-arrange later by deleting and re-adding.)
- Optionally rename the ramp (input field).
Multiple ramps coexist; pick the active one from the dropdown. Each ramp has its own × button to delete.
Suggested ramps to start
A useful pattern is 3 shades per hue, with one or two highlight shades:
- Skin: dark brown → mid skin → light skin → highlight white
- Metal: dark grey → mid grey → light grey → near-white highlight
- Foliage: dark green → mid green → light green → yellow highlight
- Stone: black → dark grey → mid grey → off-white
Start with the mid-tone as a base flat colour. Use Shade with shift to add highlights, regular click to add shadows.
Workflow
- Block in the silhouette with one mid-tone (your future "base" of the ramp).
- Make sure your palette has at least one shade darker and one shade lighter than that mid-tone.
- Build a ramp covering those shades.
- Switch to Shade. Find the imaginary light source.
- Click on the side away from the light to add shadow (each click = one step darker).
- Shift-click on the side toward the light for highlights.
- If you click too many times, undo (
Ctrl+Z) — each click is one undo step.
Tips
- Ramps are per-project and persisted in
.mstack. - A pixel not in the ramp snaps to the nearest entry first — useful when you imported pixel art from elsewhere and want to integrate it into your shading scheme.
- The "once-per-stroke" rule means you can drag broadly without over-darkening; if you want to shade a region by N steps, do N strokes.
- Pair this with Symmetry to shade both sides of a character at once.
Related
- Drawing tools
- Palette panel
- Indexed mode — keeps your editing on-palette automatically