Have tried numerous ways, but since I'm new at both Unity, MagicaVoxel and 3DS Max I haven't the skill to solve this problem myself. This is especially weird because all the other models are perfectly fine. FBX with my new model and test it with Unity the model is super tiny and the colors are wrong. OBJ and import it to 3DS Max and follow his instructions. I've done a character in MagicaVoxel which I then export as an. FBX in 3DS Max, attach your new model to the old, and then remove the old model. The creator of this package has a method for "re-skinning" these models, where he says that one should open the. First of all I’m new to unity specially the lighting stuffs so bear with me on this, I use Magicavoxel for all my 3d arts, the problem is when I import my model in unity it looks like all the shading are flat and washout but what I want is to achieve the look of Magicavoxel (the edit mode of Magicavoxel NOT the rendered model). FBX file which contains all the individual models. asc/.xyz The latest version of FileToVox can directly import. Open the Move section in the Edit column. Switch to World Editor (pressing the Tab key or clicking the dedicated button) 2. The most common ones youll encounter are. In MagicaVoxel, before exporting the model, do the following steps: 1. In this downloaded project the models used for the game is stored in one. CloudCompare FileToVox MagicaVoxel Any image editor with basic features like Invert Color and Greyscale Point cloud data comes in several forms. I've downloaded a package from the Asset Store with a foundation to a game. I will link a little guide for that here once i had time to write one.I am currently trying to make a game in Unity but have encountered a problem that I've tried to solve for a couple of hours without success. 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. In most cases this will not affect the look of the rest of the scene. 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. 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. You could manually go through all faces in a 3D-Modeling software like Blender and fix the normals. More precisely, it fails on objects imported from MagicaVoxel. But it fails to read the pixel color in the Android build the color read is always dark grey. This will not be visible on the model itself but will be immediately visible when using shadows. It works fine when running the game in the editor. 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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