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. 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. 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.
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