![]() Credits to the software are appreciated (e.g. 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. Thanks for reading.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. If you have any questions or comments please leave them below. Where to Go from HereĪnd there you have it! Now you know how to successfully import a voxel model into Blender from MagicaVoxel. Follow the 3 easy steps below:Īs you can see that is much better! Our Sun light is illuminating our model just like in MagicaVoxel. To fix that we will add a Sunlight to the scene and adjust its Transform coordinates. You can kind of see our texture but for some reason its very dark! The reason is that when you change the Viewport Shading to texture, it now uses a light in the scene similar to MagicaVoxel in Render mode. Inside you will see an option called Texture. In order to see the texture we will have to change the Viewport Shading.Ĭlick on the button with a sphere icon next to the Object Mode drop down menu. By default Blender displays models in a flat color (gray). Now you might be wondering why it’s gray. Once you click the button you should immediately see your model inside of the main window in Blender. When you select your OBJ file click Import OBJ. Go ahead and select the OBJ file that was exported from MagicaVoxel. Navigate to where your folder with your model is located. To import it, go into File > Import > Wavefront (obj).Īfter you click that a file window should open. If you see a cube in the center go ahead and delete it that way you have an empty scene to import your model into. If you exported your model into a folder like we did earlier this will super easy. Now that you have your exported your voxel model out of MagicaVoxel, you are ready to import your model into Blender. For the name I just used “MyVoxelModel.obj”. A save dialogue will appear where you can enter the name of the model. So after you create your folder click the OBJ button in the export window. In the image below I created a folder called “My Voxel Model”. By having a single folder we can easily access them when working inside of Blender. These 3 files include your model (.obj), your material (.mat) and your texture (.png). The purpose of this is because MagicaVoxel will create 3 separate files that actually make up your model that you will be importing into Blender. A good practice to get used to is to first create a folder on your computer where you can save your exported voxel model into. ISO – Export a Isometric pixel sprite (.png)įor this tutorial you will ignore the other options and select OBJ.QB – Export a QB volume for use with Qubicle.MC – Export a file using the MC (Marching Cubes) format.PLY – Export a file using the PLY (Polygon File Format) format.These are the Export formats supported by MagicaVoxel: These are the various export options that we mentioned earlier that are supported by MagicaVoxel. When it opens, you will be able to see a series of buttons with different abbreviations. To open it simply click on the word Export. Now its very common that when you open MagicaVoxel for the first time, the window might be collapsed so that you only see the word Export. When opened look towards the bottom right section of the editor window where it says Export. For this tutorial we used the “castle” demo file that ships with MagicaVoxel. To see the export options inside of the MagicaVoxel editor, begin by opening a voxel model you already made or create a new voxel model. So to kick off our tutorial we will show you how export your voxel model using OBJ file format. As of this writing MagicaVoxel only supports one of the three mentioned, which is the OBJ model type. Blender supports a wide array of common model types such as Autodesk FBX, Collada DAE and Wavefront OBJ. Now before you can get your voxel model out of the MagicaVoxel editor and load it into Blender, you must first understand what types of model files the Blender application supports. How to Export your Voxel Model out of MagicaVoxel
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