gasilwalker.blogg.se

Magicavoxel models
Magicavoxel models









  1. #MAGICAVOXEL MODELS HOW TO#
  2. #MAGICAVOXEL MODELS SOFTWARE#

they float a little above the ground and spin, to attract the players attention. These are the coins I created for the game. I raised the light box by three squares, and realigned the pole to suit it, and blend in at the back. Unfortunately there were still times when the player would walk through them. All I did here was to move the yellow and green lights to the side of the red, rather than below it. It isn’t possible to grab and free-move objects in magicavoxel, so I had to manually remove and re-add the squares to move them. I was working in magicavoxel, and had no way to compare the size of the player to the light while I was working on it, so I thought that this would be high enough. This second Image is my first edit of the stoplight. Even after we replaced the collider with a box collider it was clipping through the object and looked weird. This was a problem as the actual lights part of the object kept colliding with the player. At first the stoplight had a custom mesh on it. The first image is the original stoplight created by Luke Jarrett, shown next to the player character. These images are all screenshots taken from the base level in the game, before any detail is added. All the models were created in a program called Magicavoxel. We had three artists working with us, creating the assets and animations, however I also created two of the coins and it was necessary to edit the stoplight asset created by one of our artists, as it was too low. The entire game was designed with a cubed art style in mind, in a similar style to crossy road. The gameplay required the player to earn and collect coins by exploring and selling food to NPCs.

#MAGICAVOXEL MODELS HOW TO#

I don't know how to fix it anymore, since I don't have any experience with textures.Īny help or suggestions? I'll try to answer as quick as I can.īy the way, will just making the texture file bigger (adding useless white space under the palette) help? It sounds stupid, but "increase the texture file" could mean this.For the past four weeks I have been working on a prototype game, in which the player character is a sentient vending machine. Magicavoxel uses palette textures (picture 8), that are 1 pixel high and simply contain the colors you need, but the 3d-printers didn't like that as it turned out (picture 9). Then I simply took the hollowed part from the voxelshop model and the magicavoxel model so I can have the textures and the hollowed model, and everything was fine, the model got into production, until Shapeways messaged me about a problem with the textures.

magicavoxel models

I also tried to export the model from voxelshop, since it exports much better models, and that's true (picture 5, 6), except there's a problem with the textures (picture 7). Although that's fixable by pressing "remove doubles".īut when it comes to hollowing the model, and I try to use solidify to this.

magicavoxel models

Picture 1 shows how poorly made the export was, and also magickavoxel exports a model with faces not even connected (Picture 2).

#MAGICAVOXEL MODELS SOFTWARE#

(I'm using magicavoxel to create the model, blender to hollow it out but I can use any other software if it can help me)įirst, since magicavoxel exports really bad models, I had trouble to hollow it out.

magicavoxel models

So recently I've created a few voxel models in Magicavoxel and I'd like to get them 3d-printed with full-color matte sandstone. Sorry for the way I attached the images, I hope it's not too bad, never worked with this kind of forum post editor











Magicavoxel models