MagicaVoxel
Features and Review
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Itās a free software built to create voxel art.
Features
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Thereās no way to āimportā a 3D model or sprite into the app. It only opens
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It allows animation in some way, but itās done like in Aseprite, that is, frame by frame, ~purely for gifs.
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Itās not a style thatās even slightly pleasant or useful for games.
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Does not allow rigging.
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The app seems to support turning voxels into LEGO pieces.
Review (2024-06-21)
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There is support for "prefabs" (aka shaders / project templates). Shaders are used constantly to create complex and noisy objects, which I donāt like because it only feels like composition techniques, which I find boring and not very āintimateā.
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I hated how the app handles the color palette, being super weird and having a very saturated default color range.
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The biggest issue I had with this was that the object by default associates itself with a coordinate in the palette, so if you change any color in the palette, the object also changes its color, making everything very strange.
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For a 3D drawing and painting app, I think this is a major flaw.
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There are some tips to improve the use of palettes, but theyāre still clunky.
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Didnāt like the 3D navigation much, but itās very hard for any app to satisfy me on that.
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I found the tool interface on the left side a bit strange, not very intuitive in terms of organization. Still, I managed to learn 90% of everything without watching videos, so itās somewhat self-explanatory.
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My biggest criticisms are about making āhigh-resā and ālow-resā voxels, which is annoying or simply limiting, like making a pixel art character thatās 16px tall. Overall, the app is great, except for my color palette criticisms.
Explanation
Usage
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Good video.
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"Mastering MagicaVoxel" {Playlist} .
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Havenāt watched any videos.
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Tips to improve the color palette experience .
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Good tips. The palettes are still clunky, tho.
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Low-density: Cube with glass and emission material .
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Uses some interesting shortcuts, also shows the World View, etc.
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Pattern
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*Review:
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Donāt like the interface, etc.
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The tool doesnāt allow any kind of snap, so itās weird for creating a ātilemapā for terrain.
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The maximum world size is 256pb x 256pb, resulting in a maximum of 16x16 blocks (16x16 meters), which is quite small.
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Rigging
Import and Export
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Export Options:
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OBJ: Export a 3D mesh using the .obj file format.
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PLY: Export a file using the PLY (Polygon File Format) format.
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VOX: Export a MagicaVoxel VOX file.
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ISO: Export an isometric pixel sprite (.png).
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2D: Export a 2D sprite (.png).
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MC: Export a file using the MC (Marching Cubes) format.
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XRAW: Export an XRAW volume.
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SLAB: Export a SLAB6 vox volume.
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QB: Export a QB volume for use with Qubicle.
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MagicaVoxel to Blender, using .obj or .ply {00:00 -> 8:21} .
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He uses .ply export, but first compares the differences between .obj and .ply export.
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He discards the .obj version because it proves to be quite bad for Rigging, etc.
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Using the .ply technique, he links the Vertex Color to Base Color in the Shading tab to display the colors again.
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Itās also mentioned the
Cubeexport, which seems to be just a type of .ply export focusing on separating each voxel into individual objects; useful for ~particles, I guess.
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MagicaVoxel to Blender, using .obj or .ply or .vox .
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.obj:
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Keeps materials, but messes up geometry.
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Although the object looks visually correct, it completely loses the voxel vertex characteristic, and itās not possible to make any texture changes or rigging.
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.ply:
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Keeps geometry, but the material becomes ~confusing.
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The material is saved as Vertex Color, which can be accessed and linked to Base Color in the Shading tab.
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If you want to use this in a Game Engine, it may be necessary to bake these colors into a texture.
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THO, I believe Godot allows using Vertex Color as Albedo without any baking.
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Allows geometry modifications and rigging, but the material must be recreated from scratch.
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.vox:
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Must use the plugin MagicaVoxel-VOX-importer .
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Keeps geometry and material.
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Allows rigging without issues.
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Baking the Vertex Colors from .ply into a texture .
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Good video, well explained.
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Uses classic baking techniques with Emit; absolutely nothing different from a regular texture bake in Blender.
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