Each material is one NGPC palette: index 0 transparent, 1 dark, 2 mid, 3 light. The renderer picks the shade from lighting. Max 16 (sprite palette bank).
Model
Y is up. The model's front faces +Z (bottom of the top-down slice). Rotation 0 looks at the front.
Animation frames
Each frame is a full voxel model. Sheet rows = frames, columns = rotations.
Pencil adds onto the clicked face (or the floor), Erase/Paint act on the clicked voxel. Right-drag or Shift-drag orbits, wheel zooms. Colors shown are the exact NGPC shades.
Sprite sheet (NGPC output)
Spin preview
Camera & frame
start°
×tiles
px/voxel
px (x, y)
cover
Lighting → shade index
Each visible face gets N·L; above "Light" → index 3, above "Mid" → 2, else 1. Camera-fixed light keeps every rotation lit the same way (classic sprite look).
Tile rule (3 colors / 8×8)
A tile can only use one palette. When a tile mixes materials, Auto-fix keeps the most-used material's palette and remaps the rest to its nearest shade (tile outlined red). Split puts the 2nd material on an overlay sprite layer drawn at the same position; only tiles with 3+ materials get remapped.