What I dont undersand here is why this is called 'texture' and not material because you can declare several parameters like smoothness and you can also use a albedo and a normal texture for one 'texture'(if you understand what I mean). it was just a standard unity particle system (Render Mode -> Mesh, Mesh Cube) and each particle was just to a voxel position and color. If this is the case you will want to use the QB format which allows you to import your editable voxel model inside of the Qubicle Editor. you will be able to create a voxel particle system and assign the data from the importer. I'm still working on the details and polish.but it will be in the next update. From there you can choose more advanced compression options than those found in MagicaVoxel. If you plan on selling your models on a marketplace such as TurboSquid you will most likely have to give people a version of your model that they can alter to their own needs. To apply the material to the hand, click the arrow next to the origamihand object in the Scene panel. For that you can use the VOX format which is the main project file used by MagicaVoxel. This will expand the object and reveal the mesh, which is. And lastly if you need your model in a 2D format for print or a website, you can use either the ISO export option or the 2D export option. The ISO option literally converts your model into a 2D isometric image using pixels. #Magicavoxel cant put texture on 3d objects in unity iso# On the other hand, the 2D option creates almost a photo of your model as it appears in the editor window.
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