ArcBrush – Node-based 2D image editor

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ArcBrush - The Node-Based Image Editor

Free download, no account required

The node-basedimage editor.

Build once. Export everything. Wire 79 nodes into non-destructive pipelines that produce every color variant, every format, every asset, automatically. One graph replaces hours of repetitive manual work.

Download for Free<br>See how it works

Free to use. No account needed for the editor. Native C++ desktop app for Windows, macOS, and Linux.

Built for:<br>Game Artists &middot; Pixel Artists &middot; Illustrators &middot; Concept Artists &middot; Texture Artists &middot; Designers &middot; Anyone tired of repetitive exports

Who it&rsquo;s for

If you&rsquo;ve ever exported<br>the same thing twice,<br>this is for you.<br>Game Artists<br>200 item icons in 12 color tiers. ArcBrush builds the pipeline once and exports all 2,400 variants. Drop them straight into your project folder.<br>Asset variant generationSprite sheetsTexture production

Pixel Artists & Indie Devs<br>Pixelate, outline, and dither nodes handle retro styling. Sprite sheet export packs variants into a single atlas with a TexturePacker-compatible JSON manifest. Quantize and Palette Remap keep everything within your target palette.<br>Sprite productionRetro stylingAtlas packingPalette-limited art

Illustrators<br>Character sheets, commission variants, color explorations. Define your palette, see every version instantly. Adjust one and all update.<br>Color variantsCommission workflowsCharacter art

Concept Artists<br>AI Image Edit takes your rough sketch and fills in the detail. You control the composition. Iterate on style without starting over.<br>Sketch-to-artRapid iterationStyle exploration

Texture Artists<br>Seamless Blend makes any source tileable. Normal Map generates 3D lighting data from grayscale. Noise and Pattern nodes create procedural bases. Tile Preview shows any output tiled in a grid. All in one graph.<br>Tileable texturesPBR material authoringProcedural generation

Designers<br>Logos in every brand color on product mockups. Marketing assets at every size. Systematic pipelines that produce every variant without repetitive manual exports.<br>Brand asset systemsLogo variantsMulti-format export

Familiar territory. If you&rsquo;ve used node-based tools in Houdini, Blender, Nuke, Substance, or Unreal, you already know the paradigm. ArcBrush applies it to 2D image production.

How it works

Your process,<br>as a graph.

In ArcBrush, every operation is a node. Load an image. Apply a filter. Warp it. Mask an area. Remap colors. Export. Wire them together and the graph does the rest. Change one parameter and only the affected nodes re-evaluate. Nothing is ever baked. Everything stays live.

Wire anything to anything

Typed connections ensure compatibility. Images, masks, palettes, and variants each have their own pin type, and the graph prevents invalid wiring automatically.

Non-destructive forever

Every parameter stays live. Adjust blur radius, swap palettes, change AI prompts, even six months later. The graph re-evaluates only what changed.

Portable graph files

Save your workflow as a .arcb file. Share it with your team. Open it on Windows, macOS, or Linux. It just works. Every parameter, every connection, every embedded asset, exactly where you left it.

Live pipeline

Layer-based tools produce one output at a time. ArcBrush pipelines produce N outputs from one configuration. Toggle "Watch File" on your source images and the graph re-evaluates every time the file changes on disk. Edit in Photoshop and see the result in ArcBrush instantly.

The killer feature

One graph.<br>Every color variant.<br>Automatically.

Define a palette with 9 named colors. Wire it into Palette Remap. Connect Export Batch. Click export. Nine named PNG files appear in your folder, each one recolored while preserving every highlight, shadow, and gradient from the original. Change the palette, re-export. Done.

$ Output:<br>potion_red.png

potion_orange.png

potion_yellow.png

potion_green.png

potion_sky_blue.png

potion_blue.png

potion_purple.png

potion_magenta.png

potion_pink.png

Luminance preserved

The remap shifts hue and saturation in perceptual color space. Highlights stay highlights. Shadows stay shadows. The recolor looks painted, not tinted.

Import palettes from your tools

Drop in palette files from Aseprite, Photoshop, GIMP, Krita, Illustrator, Affinity, or Inkscape. ArcBrush reads .gpl, .ase, .pal, and .aseprite files, including names and colors.

Sprite sheet export

Export all variants as individual files or pack them into a single sprite sheet with a TexturePacker-compatible JSON manifest. Ready to drop into your game engine.

Named variants

Each palette slot has a name. Export Batch uses that name in the filename. potion_red.png, potion_blue.png. Consistent, automatic, every time.

Palette From Image

Don't have a palette? Feed any reference image into Palette From Image. It extracts the dominant colors automatically. Wire that into Palette Remap.

One change, all variants update

Adjust the...

palette export graph arcbrush image artists

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