![]() ![]() Baking a new texture for the decimated mesh from the original by using the "Selected to active" bake method.Unwrapping the new mesh using smart uv project.Creating a copy of it and reducing polycount by using a remesh modifier and a collapse decimate modifier with triangulate on top of it.The Ultimate Voxel Optimizer is supported with Windows, Mac, and Linux. This means that some models, including those made in Qubicle, may need to be loaded and saved in MagicaVoxel to correctly export. IMHO the best method to deal with your mesh is vox files using the latest MagicaVoxel specification. The disconnected vertices on the other hand produce a high unnecessary vertex count that needs to be reduced, because they produce unnecessary normals. Reducing the polygons is only half the battle and the overall topology of voxel-like meshes normally is decent enough. MagicaVoxel Importer magicaVoxel toolbox magicavoxeltounity magicavoxel to unity magicavoxel Voxel MagicalVoxel optimize qubicle Rigging. That means that the vertices of all faces which share the same color also share the same UV coordinate and it also means that every change in color produces more faces and of course more verticesįurthermore, not all of the vertices are connected to one another so all of Blender's simple semi-automatic methods (dissolve edges, decimate modifier) of reducing polycount will ultimately fail, because dissolving an edge of a triangle simply destroys said triangle. What MagicaVoxel does is overlaying all vertices of the faces with the same color and putting them on the same uv coordinate onto a colormap like image. ![]() There is absolutely no UV in a traditional way. StaticMesh Generate static mesh from voxel data, texture from vox file or default palette and generate simple material for the mesh. No need to use other digital content creation tool. The software uses a "texture" but it does so in an unusual way. 1,299 Following 33. Description Import voxel objects to StaticMesh, DestructibleMesh or Voxel. So yes, it can reduce the number of polygons. While MagicaVoxel at first glance seems to produce decent game-friendly triangle-based geometry, it actually does the complete opposite. My auroch model :-) If you use Blender (steps: magicavoxel ply export - ply import in blender - clean up - limited dissolve), the result will be this: tris 5.426. Just tried MagicaVoxel out of pure curiosity and this is what I found out. ![]()
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