![]() I will link a little guide for that here once i had time to write one. 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. PicaVoxel is a suite of tools for the creation of voxel models, animations, and worlds in Unity. There are two main steps that we will go over to get your voxel models into Unity. Pair it up with the Unity game engine and anyone can make their first video game. ![]() Increasing this value will increase the holes in our shadows. Over the years MagicaVoxel has become a great choice for game developers because of its various export options. As you can see our "Normal Bias" is set to 0.4. and Conversation regarding Unity, The Game Engine. i found out i can export it as obj and add a material to it. My settings look like this: Take a look at the configuration of the "Realtime Shadows" for the shadow type "Hard". When i export the obj and import it into Godot the object doesnt have the texture as it has when i edit it in Magicavoxel. 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. 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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