EXPORTING
Each export records a row in your export history so you can re-download recent files from the dashboard. The editor header opens the export dialog for the active project; the dashboard project card opens the same dialog for any project. Free is capped at 2 exports per day; Pro is unlimited.
Tileset exports: Showcase pack PNG (5 demo shapes including the 1×5 Island with caps + bottom-edge — rendered entirely client-side from the in-memory generated set), source 7×7 tilesheet PNG (the full 47-blob set, ordered by canonical bitmask), JSON metadata (tile positions, bitmasks, 8-neighbour flags), and a ZIP bundle (source tilesheet + JSON + README in one archive — grab the Showcase pack separately).
Sprite Studio exports: sprite-sheet PNG with configurable columns and per-cell spacing, OR animated GIF with per-frame durations and a configurable loop count (0 = loop forever). The export dialog ships a live preview built the same way we build the download, so the file you get matches what you see exactly.
Voxel Forge exports: glTF (.glb, single binary with per-color materials baked in) or Wavefront OBJ. The OBJ format always ships as a ZIP holding voxel-model.obj + voxel-model.mtl + voxel-model.png — a per-frame palette texture sampled via map_Kd, so Unity URP Lit, Blender, and MeshLab render colors out of the box with no per-color sub-mesh clutter. Multi-frame projects open a FRAMES dropdown (ALL / NONE / per-frame) and emit one self-contained file per picked frame; single-pick GLB lands as voxel-model-frame-NN.glb, 2+ picks bundle into a .zip. The "Center model on origin" toggle re-emits geometry around the origin so models drop sensibly into a scene; turn it off when composing multiple exports into a larger map. Both formats use face-culled meshes and walk every visible layer with the same per-cube override rule as the 3D preview.