Hexcalibur

Paint in 2D. See it in 3D.

Hexcalibur is a browser-based pixel-art editor for voxel-game block textures. Real-time 3D preview, pack workflow, an animation timeline, and engine-ready exports for Minecraft, Tiled, and the indie engine stack. Free, with no account.

Free, every featureWorks in your browserNo account needed
The Hexcalibur editor: a copper-ore block texture being painted on a 16x16 canvas while a live 3D preview cube rotates, with color, palette, and layer panels on the right.
Painting, animating, tile stamping, and engine export inside the Hexcalibur editor.

The block-texture tax

Flat canvas, three-dimensional problem.

You spend more time on the loop than the art.

Reloading the game just to check one seam

Juggling thirty files that make up one pack

Re-cutting the same art for every engine

The 3D preview

Paint the face. See the block.

The 3D preview rotates a painted cube, then switches to an L-stack stair shape so the texture wraps across multiple adjacent faces.

A live 3D preview rotates while you paint. Single cube for simple blocks, L-stack for stairs and slabs, so the texture wraps across multiple adjacent faces.

Watch the seams meet in real time. No reload loop, no guesswork, no surprise mismatches when you ship.

The pack workflow

Your whole pack, in one place.

The pack browser opens, the artist switches between assets without opening a new file, and the shared palette persists across every asset in the pack.

A pack holds every asset for one resource pack: textures, palette, references. Switch between assets without opening a new file.

Lock a shared palette across the pack so your stone and your dirt agree on what gray is. Drag-reorder, multi-select, set-as-cover. The pack is the unit, not the asset.

The export flow

One pack. Every engine.

Pick your engine. Hexcalibur produces the file tree, naming convention, and metadata it expects. Per-face PNGs for Minecraft Java with the right block-model JSON and pack_format. A correctly-shaped atlas for ThreeJS, Babylon, Godot, and Unity. A Tiled .tsx for 2D engines. No manual remapping.

The export dialog cycles through engine options, the artist selects Minecraft Java, and a correctly-shaped ZIP appears in the downloads folder.

Engines today

  • Minecraft Java
  • Minecraft Bedrock
  • Tiled tilemap
  • Generic atlas
  • Raw per-face ZIP
  • Custom

Versioned presets. When Minecraft ships a new pack_format, the matching preset lands within 14 days. New engines added as users surface them.

Animation

Paint the frames. Ship the loop.

An artist scrubs a multi-frame walk cycle on the timeline with onion-skin showing the previous frame ghosted, then the export dialog produces a GIF and a sprite sheet side by side.

A full frame timeline with onion-skin and tags. Paint each frame, scrub the loop, group frames into named tags for walk cycles, idle animations, and FX sequences. Pixel-perfect timing, baked in.

Export per tag as animated GIF, lossless APNG, or a sprite sheet that Phaser, Unity, Godot, and Three.js read directly. One canvas, every animated format your engine actually wants.

Tilemaps & tiles

Build the whole world, tile by tile.

Import a tileset or draw your own tiles, stamp single tiles or whole multi-tile blocks, and paint maps as their own layers. Generate a whole terrain from two tiles, or make any tile seamless.

The rest of the editor

Everything else a serious pixel editor needs.

Beyond the 3D preview, packs, and engines, Hexcalibur is still a full-strength pixel-art editor. Tools, palette workflow, references, and ergonomics that hold up to a long session.

Who it's for

Built for two kinds of artists.

Pixel artists

If you live in a 16-pixel grid, Hexcalibur is a modern, browser-based home for your work. Layers, palette tools, references, brushes, keyboard shortcuts, animation timeline with GIF export. Free, with no account.

Voxel game devs

If you ship block textures for Minecraft Java mods, Bedrock add-ons, or your own ThreeJS / Babylon / Godot / Unity voxel game, Hexcalibur compresses the texture loop into a single tab. 3D preview, pack-level workflow, engine-aware export, all free.

What you get

The mechanics, in plain English.

No fine print. No quotas to babysit. No surprise charges. The promises below are the whole deal.

  • Stays on your device

    Your art saves to your browser and never uploads. There is no account, so there is nothing to sign in to and nothing to sync.

  • Free forever

    Every tool, every preview mode, every export. No tiers, no trial timer, no card.

  • Back up anytime

    Save a whole pack to one .hexc file to keep a backup or move your work to another browser or computer.

  • No install

    Any modern browser, any operating system. Nothing to download, nothing to update.

Free

Every feature. No account.

Hexcalibur is free to use, with nothing locked. Open the editor and start a pack. Your work saves in your browser and never leaves your device.

  • Unlimited packs and assets
  • Multi-shape 3D preview
  • Every engine export preset
  • Animation timeline with GIF, APNG, and sprite-sheet export
  • Tilemaps, terrain generation, and autotiling
  • Make Seamless tiles
  • Stair and slab derivation
  • Palette Manager with a color-scheme generator
  • Lossless .hexc pack files for backup and sharing

FAQ

Questions, mostly answered.

What is Hexcalibur?

Hexcalibur is a browser-based pixel-art editor for voxel-game block textures. It pairs a full pixel-art toolset (layers, palette tools, animation timeline) with a multi-shape 3D preview, pack-level workflow, and engine-aware export for Minecraft Java, Bedrock, Tiled, and any ThreeJS / Babylon / Godot / Unity voxel engine.

Does my work upload to a server?

No. Hexcalibur saves everything in your browser's local storage, and nothing leaves your device. There's no account and no cloud, so we never see your art. To back up a pack or move it to another computer, use File > Export Pack File (.hexc).

Do I need an account?

No. Open the editor and start painting. There's nothing to sign up for.

Which engines can I export to?

Hexcalibur ships with named presets for Minecraft Java (resource packs, every pack_format from 1.20 through 26.2), Minecraft Bedrock (add-ons), Tiled tilemap (.tsx), a generic atlas in TexturePacker JSON-Hash format that Phaser, Babylon, Godot, Three.js, and Unity all consume, plus a Raw per-face ZIP (+x/-x/+y/-y/+z/-z PNGs) and a Custom exporter for any other voxel engine.

Does Hexcalibur support animation?

Yes. The animation timeline supports multi-frame assets, onion-skin, and named tags for walk cycles, idle loops, and FX sequences. Animations export as GIF, lossless APNG, a sprite-sheet format that Phaser, Unity, Godot, and Three.js read directly, and engine-native animated textures: Minecraft Java .mcmeta with frametime and optional interpolation, plus Bedrock flipbook.

Is it really free?

Yes. Every feature is free: unlimited packs and assets, the multi-shape 3D preview, every engine export and pack-scope bundle, animation exports, tilemaps and terrain generation, Make Seamless, and stair and slab derivation. There's no paid tier and nothing to unlock.

See everything that's included
How do I keep my work safe?

Your packs save automatically in your browser as you paint. Browsers can clear site data, so keep a .hexc backup of any pack you care about (File > Export Pack File). A .hexc file restores the pack exactly, with every layer, frame, and palette.

What browsers and devices are supported?

Hexcalibur runs in any modern browser - Chrome, Edge, Safari, or Firefox - on Windows, macOS, Linux, and Chromebook. It's designed for desktop with a mouse or trackpad; phones aren't supported.

What's the file-size limit on imports?

4 MB per image, any of PNG, JPEG, or WEBP. Drag straight onto the canvas, import as a new asset or as a layer on the current one.

Is Hexcalibur stable?

Yes. Your work is yours, the autosave is real, and the exports work.

Can I use Hexcalibur commercially?

Yes. Your art is yours. Sell your packs, ship them with your game, post them anywhere.

Hexcalibur

Open the editor. Start painting.

Free. No install, no account. Your art stays in your browser, and every tool, preview, and export is yours to use.