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Export magicavoxel to unity
Export magicavoxel to unity











export magicavoxel to unity

Maybe there's a solution within MagicaVoxel that I'm not aware of? I just wanted to avoid any confusion with what MagicaVoxel can do on it's own.

export magicavoxel to unity

Thus, without the desired material information. Mesh C was also exported from MagicaVoxel, but with the colour information removed. Mesh B is the result (I imagine this removes the need for any anisotropic filtering). )Įdit For clarification: MagicaVoxel exports an OBJ file with accurate texture mapping, but isolates different colours of voxels to their own polygons, creating more polygons than are required. This is just one asset in a medieval adventure game and I'd like to have a very cluttered world. Mesh B has 216 polygons, while mesh C uses 140. Is there an existing tool to achieve this? I really like how MagicaVoxel works and I'm not interested in using Blender to model or manually texture the mesh, but maybe there's a plugin for Blender? I'm open to suggestions.Īs a side note, it's possible that I could just use the OBJ file as is, but I wonder about performance. Ideally, I'd like to have a model that is the lowest polygon count possible ( C) with an accurate texture map to mimic the voxel colours.

export magicavoxel to unity

I found that using MagicaVoxel's OBJ export yields interesting results in that voxels of the same colour share polygons ( B), but when many different coloured voxels are next to each other, it still creates a high polygon count. I imported the model into Blender, but then realized that it's using a very high polygon count for such a simple model. I've created a model in MagicaVoxel ( A) and I want to use it in Godot.













Export magicavoxel to unity