![]() The SpiderBot is based on the Spider Droid in Starwars, so it will move similar, I have bitten the bullet, and started learning blender, I've decided that was what I was going to concentrate, my time on this week, I start my new job next week so I'll have less time, on this and update my existing game I have on Google Play which I do every few week for my users, to play new maps.īlender interface is challenging but enjoyable "I've done a snowman so far", not bad for a first real us of blender, I know I have to look into bones etc but that's down the line, I suppose I could learn to move the snowman with bones but I'm not sure how to get that to work in unity as I've not done that before as all my other stuff is 2D, would you still rig the same for the spider bot as it has two move legs parts. I will link a little guide for that here once i had time to write one.For getting back to me, as requested here is an image, unfortunately I don't know anybody that draws 2D/3D locally or otherwise, I've got no time scale for this game it's a take on TD/C&C, the droid "green one" in the background fly's around the Path "Sphere you see", with thrust on/off to keep it in the air, this is done by script no animation, including rotating at the cubes "The towers etc", and fires the laser beam. What you should do, especially with complex models, is run them through a 3D-Modeling software like Blender and optimize the meshes. A word on directly importing models form MagicaVoxel MagicaVoxel does not optimize (or at least does not do a good job at it) the exported models. voxel vox cube magicavoxel Updated C kchapelier / pseudofractals-voxel-shader Star 92. VoxToVFX allows you to import a MagicaVoxel project into Unity using the new VFX Graph. Magicavoxel into Blender that already has the desired colors and effects applied to them. vox file for Unitys GameObject and Prefab. ![]() In most cases this will not affect the look of the rest of the scene. blender voxels blender-addon magicavoxel Updated Python. Here is how the shadow of the same model looks like with "Normal Bias" set to 0. So if we set this value to 0 the gaps in our shadows will disappear. Articles 1.png textures for 3D modelling tools like Blender 3D, and game engines like Unity 3D and Unreal Engine. Increasing this value will increase the holes in our shadows. As you can see our "Normal Bias" is set to 0.4. My settings look like this: Take a look at the configuration of the "Realtime Shadows" for the shadow type "Hard". Here is an example of a broken shadow using a MagicaVoxel model in Unity: Now to fixing this without repairing every normal on the model.įirst you should take a look at the settins of your light source. But when using complex models this can quickly get too much of a task. FBX now has different materials attached, brilliant Screenshot at 11.48.01.png. So I used Blender to differentiate the standard color-pallet used by MagicaVoxel. ![]() You could manually go through all faces in a 3D-Modeling software like Blender and fix the normals. Hi there I'm having issues applying custom materials to a model made in MagicaVoxel and edited in Blender for Unity. This will not be visible on the model itself but will be immediately visible when using shadows. Fixing holes in 3D-Models exported from MagicaVoxel ← Go back Fixing holes in 3D-Models exported from MagicaVoxel When exporting models from MagicaVoxel and importing them into Unity you can sometimes end up with some flipped normals on some faces of the 3D-Model.
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