

The trade off here is that when you decimate all the vertices you lose your UV mapping for the paint work you might have done with MagicaVoxel. This is much simpler and super easy for the game engine to understand and render. We are left with something like this: (below) We tell the modifier to take the Planar (faces) and simplify anything that has an angle under 25 degree.

This is the Decimate modifier in Blender that we use to simplify this topology. This is how MagicaVoxel works under the hood and it’s great for the internal workings of that program and is very efficient when working in that app but it sucks a bit for making complex models that you want to import into a game engine. You can see all the sharp angles of the triangles there. Have a look at this model of the lamp imported into Blender: You see the problem with MagicaVoxel is that it created edges from a fixed point which can make lots of thin triangles. This modifier basically takes a parameter in your vertexes (like the angle between edges) and reduces the vertex count by simplifying the model.

There is a trade-off here… we use Blender to lower the poly count on complex objects by using the decimate modifier. Blender is a terrific open source 3D modelling (and more) software. Once we are done with MagicaVoxel if we want to optimise we import the. It’s a bit like using the UV Unwrap in Blender but much harder to manually map or see. When we are done modelling and painting we export it as an. The walls, the floors, the furniture, and the characters.įirst we model and then we paint in MagicaVoxel. “created by MagicaVoxel”) – like what I did there just like that! All the assets for the Endless Elevator have been made with MagicaVoxel.
#Making characters with magicavoxel software
Credits to the software are appreciated (e.g.
#Making characters with magicavoxel license
A 3D voxel editor that is free (no commercial license required) 8 bit and super awesome. This is about the workflow we have been using for creating assets using MagicaVoxel and making them game engine ready using Blender before importing them into Unity. We have the main game functionality finished to a point so we started working on background objects and some cute little buddies for the Good Cop. It’s played in the vertical axis and follows the Good Cop as he scales the heights of an endless building shooting down the bad guys, climbing stairs, and catching elevators. Materials used in the scene are now saved in the vox file.We had a good break from the build cycle with the Text Adventure framework and since then have been making lots of fun headway on the main game in development Endless Elevator.Įndless Elevator is, as the name suggests, an endless runner style of game. New saving functions run through the application. The latest version also adds some new user interface features. #magicavoxel #gameart #animation /ueK3RUlnXb You can now create up to 24 frame animations with the free voxel editor, perfect for making looping gifs.Īh, a nice book and tea. While animation features are rudimentary, it does offer foundation for more in future versions. The latest version of MagicaVoxel adds the ability for frame based animation. It is ephtracy’s free and lightweight 8-bit Voxel editor, with interactive path tracing. If you’ve never heard of MagicaVoxel, it is pretty amazing. Taking that a step further to 3D, you can get the retro look with voxels. If you love work that has that retro feel, you are already familiar with the 8-bit pixel look.
