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Magicavoxel import blender
Magicavoxel import blender






  1. #Magicavoxel import blender software
  2. #Magicavoxel import blender trial

ply format is Blender so if you haven’t got that go and get it now from, or get it through Steam which will keep it nice and updated for you. More importanly, engines like Unreal Engine and Unity won’t let you import it either. ply file! Modo, Maya and many others simply won’t let you import this format.

#Magicavoxel import blender software

Unfortunately you really find out who your friends among your software applications when you have a. It’s not a bad format and it easily allows you to store rgb colour data in all your vertices. Ply is a format which was invented to store data from 3d scanners. It’s been in magicavoxel for a while but only as a render option now you can actually export the models in this form for your games!Īll good so far, but unfortunately the export is in. Marching Cubes is an algorithm that takes your voxel model and kind of takes the hard edges off so you get something which has a lot of 45 degree angles in it compared to before. The new version of Magicavoxel came out today (0.97.1) with the much-awaited marching cube export. Now I can upload the last one or two transparent models for my portfolio. Thank you so much for your help, Phil! I really appreciate this. I have no idea why but the first method works, so I think I’m fine with this.

magicavoxel import blender

I did it twice and it crashed both times. I did try and got as far as clicking the apply button for textures to the meshes in Meshlab. I couldn’t do this before.Īlso yes, that was the only blog post I did try lol. The Blender exported texture was broken but now I could use MV’s palettes I had exported for each piece. Instead of splitting the model in MV, reducing polycount in VoxelShop, and then combing in Blender I split the model in MV and went straight to combining in Blender. I also fixed the broken texture in picture three. Okay, so the transparency method worked with a little bit of tweaking! I did the dark grey trick with my palette but I still had to change the transparency with the slider on Sketchfab, and not by how dark the grey was. Since they all use the same palette it should be as simple as importing the 2 models and then exporting again as 1.įor this I’m gonna point you towards a blog I wrote on this very subject - probably the only one you didn’t try so far Sketchfab Community Blog – 30 Mar 17 If this ends up being true, simply export the model twice - once with just the snail body, and once with the rest, then combine the models in any 3D editor. Job doneįrom reading your first post I can see that this might cause an issue with the shared internal faces used between the parasite and snail body. Also worth saying that when working with Transparency you’ll want to change the Face Rendering on the material to ‘Single Sided’ as well. You can then upload your model with both textures, and assign this to the Opacity channel of your material.

#Magicavoxel import blender trial

The darker the grey you use, the more transparent your snail will be - this might take some trial and error. Find the colour on the texture you used for the body of your snail and replace it with a Dark Grey, then fill the rest of the image with White. Simply make a copy of your palette texture and open it in whatever image editor you like. Since the OBJ export in MagicaVoxel uses a palette texture to handle colours, we can use that to create a quick Transparency texture. I got that to work and look how I wanted it to.įor our purposes, the best way to think of Transparency is just a Greyscale image that determines how transparent parts of our model will be.

magicavoxel import blender

There’s nothing about transparency in this tutorial, so I went to YouTube and watched two videos on making transparent textures in Blender 2.8. I’m not “baking” any faces into my model, I have textures.

magicavoxel import blender

I did not bake the model (again, not at this point) because I didn’t think it applied to my model. I imported into Voxelshop to reduce the polycount and exported each of the three pieces as. I split my model into three parts (could have been two), the shell and parasites, the middle and eyestalks, and the little outline and “whiskers”, along with their corresponding palettes. Method 2: I then followed this tutorial - Sketchfab Community Blog - Tutorial: Creating a 3D Star Wars scene in voxels using MagicaVoxel, Blender and VoxelShop. I did modify the model but soon found out I’d have to modify the parasite to a point that would defeat the purpose of making the parasite as big as it was. Method 1: I followed this guide - Sketchfab Community Blog - A complete guide to importing from MagicaVoxel to Sketchfab and, as mentioned in the tutorial, since some voxels are sharing the same face there are visible “holes” in the model. The green, red, and yellow parts make up the parasites.








Magicavoxel import blender