Bro your video was a blessing from the heavens! I've been wanting to create a game with my own assets and have nothing but 10 years of minecraft experience 😂. Was just wondering if I could mess around with voxels, and you inspired me to try! Thanks man! Big hug!
Thx for the video, i didnt knew about VoxCleaner, so what i did was: 1. Model in MagicaVoxel 2. Save as .vox 3. Import .vox in VoxelShop 4. Export in .dae with settings: - Algorithm: Low Poly (Rectangular) - Textures: "Use overlapping UVs", "Use skewed UVs" and "Use Texture Padding" 5. Take model and texture to Unity 6. In model settings: - Materials > First option to None 7. Texture settings: - Filter Mode > Point(no filter) - Advanced > Non-Power of 2 > None 8. Create material and use texture as base color 9. Asign material to model VoxelShop with that settings seems to work fine for getting low poly and small texture result, but i think VoxCleaner works way better
I would love it, if you do a more in-depth explanation on the shader graph thingie, as this would be very useful to a lot of people out there! And thanks for the clean up plugin find!
Can I recommend organizing your channel a bit? I want to watch all of your videos regarding voxel development. Having an ordered playlist of all of your voxel videos would make this incredibly easy to do.
The cleaned meshed will be triangulated again when imported into unity and the vertices will be duplicated since the normals aren't smooth. You did and undid the same work.
@@Geeze vertices don't matter in 3d rendering, triangles do, or the impact they have is minimal. It is an extra step which is equivalent to merging by distance, only that it also messes with surface normals and when you import it on unity it duplicates the vertices again in order to maintain proper surface normals as otherwise you get wonky looking shading.
Hey, how did you import the voxel model into Blender? I found the MagicaVoxel Vox Importer, but it imports the models as separate cube meshes and not as a uniform mesh like yours was.
¡Hola a todos! Estoy explorando la creación de equipamiento voxelizado, como sombreros y otros accesorios, en MagicaVoxel. Para lograr variedad y detalle, he estado considerando la posibilidad de crear estas piezas en archivos separados, por ejemplo, un sombrero en un archivo y el resto del personaje en otro. Sin embargo, me preocupa que al exportar estas partes por separado, pueda perder la posición y la alineación adecuada entre las partes. Mi objetivo es lograr que el equipamiento encaje de manera coherente en el modelo sin problemas. ¿Alguno de ustedes ha intentado algo similar? ¿Hay alguna manera de combinar estas partes en un solo objeto dentro de MagicaVoxel antes de exportar, manteniendo sus posiciones relativas? Agradecería mucho cualquier consejo sobre cómo abordar este enfoque y mantener la coherencia entre las partes. También, si conocen técnicas alternativas para la creación de equipamiento voxelizado detallado, estaría encantado de aprender más al respecto. ¡Gracias de antemano por su ayuda y conocimiento!
Hi, MagicaVoxel isn't the best for aligning multiple objects, if you're looking to use them in Unity it's very simple to align them as you will know the voxel count and import size, otherwise this process is also easy in Blender. I do this for all of the tools in my project so I can easily swap to different parts. Hope this helps!
@@Geeze Hola, nunca he usado Blender ni VoxEdit pero creo que tendré que aprender alguno de los 2 para poder continuar. Muchas gracias, has ganado otro suscriptor :D
It's cool but Vox cleaner export texture, and vertex color are lighter than texture in game engine ... I try to find another way also to clean model in blender
2:28 in my opinion this messed-up "topography" (Topology is the word) is better than the one cleaned up. You can clearly see where are the triangles, after clearing its alot of n-gons that are gonna be broken-down back to triangles after export, and I bet that topology after that gonna be even worse than it was in the first place. I like your style, really cute little dwarfs and buildings. Wish you luck.
Agreed, when exporting as obj from MagicaVoxel, the geometry is already as optimized as it gets and there probably won't be any difference in the amount of triangles once the model is imported into Unity. Also, about the duplicated vertices, if they are bothering you in Blender you can simply use Mesh -> Merge -> By Distance to merge them without using add-ons, but this will also not make any difference in Unity, because in the game engine, "sharp" edges like the 90 degree angles in these voxel models require at least two vertices (three in corners, or one for each adjacent face) in the same location as there can only be one normal per vertex. Only in smooth shaded geometry, two adjacent faces can share vertices, but in this case this would look awful, obviously. Fortunately, vertex count doesn't really matter, except maybe on mobile.
Topology, thanks words are hard. I was having trouble merging the duplicate vertices using Blender's own tools which is why I used VoxCleaner. It would be good if it did break them up into triangles as well but it fixes the main issue I had. I appreciate the feedback.
I didn't like. The environment and objects are not composed of individual voxels. The square polygons are aesthetic only and it is not possible to interact with their individual voxels. The polygonal messhes in the video just pretend look like voxels.
If that's what you're looking for, you could just use cubes as meshes and build assets in unity right? That's obviously not optimal for performance but if that's what you want, it's straight forward.
I love that you recognise that you may never come back to this but it was fun nonetheless
Yeah, it's nice not to worry about finishing every project and just enjoy the process
@@Geeze That's a great way to go about it! :D
Thanks for sharing this with us! You really have as fun, humorous and nice way of telling things. Please keep that up!
Bro your video was a blessing from the heavens! I've been wanting to create a game with my own assets and have nothing but 10 years of minecraft experience 😂. Was just wondering if I could mess around with voxels, and you inspired me to try! Thanks man! Big hug!
Glad I could help!
I love this art style, nice job!
Thx for the video, i didnt knew about VoxCleaner, so what i did was:
1. Model in MagicaVoxel
2. Save as .vox
3. Import .vox in VoxelShop
4. Export in .dae with settings:
- Algorithm: Low Poly (Rectangular)
- Textures: "Use overlapping UVs", "Use skewed UVs" and "Use Texture Padding"
5. Take model and texture to Unity
6. In model settings:
- Materials > First option to None
7. Texture settings:
- Filter Mode > Point(no filter)
- Advanced > Non-Power of 2 > None
8. Create material and use texture as base color
9. Asign material to model
VoxelShop with that settings seems to work fine for getting low poly and small texture result, but i think VoxCleaner works way better
I thoroughly enjoyed this
YEH BOIIIIII, Man that first game looked pretty dope 👀
thanks for sharing, keep going!
Awesome!!! I love the process
Cheers, I appreciate it
Love it, my man.
Thanks mate!
I would love it, if you do a more in-depth explanation on the shader graph thingie, as this would be very useful to a lot of people out there! And thanks for the clean up plugin find!
Sure, I didn't want to explain anything too in depth this video, more of a summary, but can do in another one
@@Geeze That would be great!
Can I recommend organizing your channel a bit? I want to watch all of your videos regarding voxel development. Having an ordered playlist of all of your voxel videos would make this incredibly easy to do.
Thanks, just put together a playlist, glad you enjoy the voxel projects, I should be adding to this soon
Welcome to the crew😂😂😂
The cleaned meshed will be triangulated again when imported into unity and the vertices will be duplicated since the normals aren't smooth. You did and undid the same work.
The exporter for the tool triangulates the meshes itself in a tidy way, the same mesh uses 1/4 of the vertices. It's not the same work.
@@Geeze vertices don't matter in 3d rendering, triangles do, or the impact they have is minimal. It is an extra step which is equivalent to merging by distance, only that it also messes with surface normals and when you import it on unity it duplicates the vertices again in order to maintain proper surface normals as otherwise you get wonky looking shading.
Great vid!
Great video! I'll have to check out vox cleaner and using the shader for color customization is a great idea.
Layers solves the issue of multiple body parts
3D schools: NGons are BAD!
Voxel Cleaner: *actually...*
It does use tris, that was just the first step
nice
Hey, how did you import the voxel model into Blender? I found the MagicaVoxel Vox Importer, but it imports the models as separate cube meshes and not as a uniform mesh like yours was.
Nevermind. I didn't realize there was a dedicated export option in Magica Voxel itself to export as obj.
Yep exactly that, definitely check out Vox Cleaner because it makes horrendous meshes by default.
@@Geeze got it, thanks for taking the time to reply
Hi, after using Vox Cleaner and importing the model into Unity, lines appeared on the edges, do you know how to fix it?
Love voxel games, it's so easy to make. Just a tip: hovering arms and feet make it much easier to animate 😊
¡Hola a todos!
Estoy explorando la creación de equipamiento voxelizado, como sombreros y otros accesorios, en MagicaVoxel. Para lograr variedad y detalle, he estado considerando la posibilidad de crear estas piezas en archivos separados, por ejemplo, un sombrero en un archivo y el resto del personaje en otro.
Sin embargo, me preocupa que al exportar estas partes por separado, pueda perder la posición y la alineación adecuada entre las partes. Mi objetivo es lograr que el equipamiento encaje de manera coherente en el modelo sin problemas.
¿Alguno de ustedes ha intentado algo similar? ¿Hay alguna manera de combinar estas partes en un solo objeto dentro de MagicaVoxel antes de exportar, manteniendo sus posiciones relativas? Agradecería mucho cualquier consejo sobre cómo abordar este enfoque y mantener la coherencia entre las partes.
También, si conocen técnicas alternativas para la creación de equipamiento voxelizado detallado, estaría encantado de aprender más al respecto.
¡Gracias de antemano por su ayuda y conocimiento!
Hi, MagicaVoxel isn't the best for aligning multiple objects, if you're looking to use them in Unity it's very simple to align them as you will know the voxel count and import size, otherwise this process is also easy in Blender. I do this for all of the tools in my project so I can easily swap to different parts. Hope this helps!
@@Geeze Hola, nunca he usado Blender ni VoxEdit pero creo que tendré que aprender alguno de los 2 para poder continuar. Muchas gracias, has ganado otro suscriptor :D
It's cool but Vox cleaner export texture, and vertex color are lighter than texture in game engine ... I try to find another way also to clean model in blender
Voxel isn't bad... I prefer Volkswagen personally
That is horrendously bad
How did you animate that hand? using code?
All the animations are done using Animation clips, which are triggered in code.
Hate to say it but its *topology*
I know, words are hard...
2:28 in my opinion this messed-up "topography" (Topology is the word) is better than the one cleaned up. You can clearly see where are the triangles, after clearing its alot of n-gons that are gonna be broken-down back to triangles after export, and I bet that topology after that gonna be even worse than it was in the first place.
I like your style, really cute little dwarfs and buildings. Wish you luck.
Agreed, when exporting as obj from MagicaVoxel, the geometry is already as optimized as it gets and there probably won't be any difference in the amount of triangles once the model is imported into Unity. Also, about the duplicated vertices, if they are bothering you in Blender you can simply use Mesh -> Merge -> By Distance to merge them without using add-ons, but this will also not make any difference in Unity, because in the game engine, "sharp" edges like the 90 degree angles in these voxel models require at least two vertices (three in corners, or one for each adjacent face) in the same location as there can only be one normal per vertex. Only in smooth shaded geometry, two adjacent faces can share vertices, but in this case this would look awful, obviously. Fortunately, vertex count doesn't really matter, except maybe on mobile.
Topology, thanks words are hard.
I was having trouble merging the duplicate vertices using Blender's own tools which is why I used VoxCleaner. It would be good if it did break them up into triangles as well but it fixes the main issue I had. I appreciate the feedback.
@@Cha4k The cleaned up version has only ngong. And they will triangulate after export to unity so baaaad. Why are you giving really bad advices?
I didn't like. The environment and objects are not composed of individual voxels. The square polygons are aesthetic only and it is not possible to interact with their individual voxels. The polygonal messhes in the video just pretend look like voxels.
If that's what you're looking for, you could just use cubes as meshes and build assets in unity right?
That's obviously not optimal for performance but if that's what you want, it's straight forward.