Next when they are imported into Unity we either add a material with the coloured UV mask we painted up or use Unity’s in built colour system for large areas. Once the complex models have been optimised then we unmask them and paint the UV’s using GIMP. If we have more complex models that we want to simplify, like the walls and lifts in the surrounding building, then we import into Blender and do some optimising. not complex) and import them straight from MagicaVoxel and use their paint system and resulting exported image files for making the materials (albedo component). So in our game Endless Elevator we use a lot of small models (ie. Plus you actually learn a bit while you are working it out. Hacking through the workarounds is part of the fun. But welcome to the world of no-budget game making. Sure they are awesome but if you shell out a few hundred (or less in some cases) for different Voxel modelling software you can get away with not having to work around these problems. These are the limitations of working with awesome freeware. The trade off here is that when you decimate all the vertices you lose your UV mapping for the paint work you might have done with MagicaVoxel. This is much simpler and super easy for the game engine to understand and render. We are left with something like this: (below) We tell the modifier to take the Planar (faces) and simplify anything that has an angle under 25 degree. This is the Decimate modifier in Blender that we use to simplify this topology. This is how MagicaVoxel works under the hood and it’s great for the internal workings of that program and is very efficient when working in that app but it sucks a bit for making complex models that you want to import into a game engine. You can see all the sharp angles of the triangles there. 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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