RescaleImageAll toolsResize a photo

Resize pixel art

Scale up pixel art, perfectly sharp

Every pixel stays a crisp square and every colour stays yours.

Choose photoor drop it here · paste works tooJPG, PNG, WebP, HEIC and moreOpen the sprite or tile. It opens at ×4 with nearest; the pixel-art check reads its colours and block grid.

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Whole-number sizes

Sprite sizes at whole-number factors
Sprite×2×4×8×16
16 × 1632 × 3264 × 64128 × 128256 × 256
32 × 3264 × 64128 × 128256 × 256512 × 512
64 × 48128 × 96256 × 192512 × 3841024 × 768
320 × 180640 × 3601280 × 7202560 × 14405120 × 2880

Limits

  • Smoothing pixel-art upscalers (hqx, xBR and similar) are not offered: they invent colours by design.
  • A JPEG of pixel art already carries compression noise around every edge; nearest enlarges that too. Start from a PNG.

Questions

Why do pixel-art enlargements go blurry?

Because an interpolating kernel — bilinear, bicubic, Lanczos — computes new colours between the existing ones. Pixel art is made of exact colours on a grid, so the in-between colours read as blur. Nearest copies each source pixel instead and invents nothing; a test in this repository checks that.

Why must the factor be a whole number?

At ×3, every source pixel becomes exactly 3 × 3. At ×2.5 some become 2 pixels wide and others 3, so the grid looks uneven. The kernel panel warns at a fractional factor and offers the nearest whole numbers.

What is the “native grid” suggestion?

If the picture is made of uniform k × k blocks — a sprite somebody already enlarged — the pixel-art check says so and offers ×1/k to get the original grid back, after which any whole-number enlargement is clean.

Is area average useful here?

Going down by a whole number on artwork that is not already blocky, yes: each output pixel is the exact mean of a k × k block. Going up, nearest is the one that keeps pixel art as it is.

Neighbouring measurements

Upload a photo
One photograph printed at three sizes, 100, 62 and 44 percent, laid on a desk with a ruler under each
One photo, three sizes: the pixels decide how big it can go.