Thank you so much for the help! I somehow didn't fully understand that textures, vertex colors, and materials were all different things that may or may not be exported depending on the format. The sorts of things I mentioned in Blender shouldn't really be expected of the artist - once you have a coloured model, why would you want to have to go and texture and UV map it arduously? :( Sorry I don't have an easy solution, but I hope that at least helps you start your search for a good export program. As I said though, UV mapping can be quite hard if you can't interpret the Goxel PNG export. When UV mapping in Blender, make sure to use the UV -> Round to pixels -> Corner option so it snaps to hard pixel edges. First, make sure to auto-resize the model to crop out any blank space around the model, since that will fill the PNG export with useless pixels of transparency. However you will first need to mark the seams and UV unwrap - there are tutorials about UV mapping and unwrapping widely available.Īnother method using Blender is to take the PNG slices export from Goxel and assemble the UV map by manually moving the vertices around. You could use the Goxel window as a reference and use Blender's texture paint mode to paint the pixels on. The alternative, if you can't find a program with a good export function, is to set up the UV map and texture manually in Blender. In my short search, I noticed some people mention MagicaVoxel - perhaps that has better export options? Goxel does not seem to do that, but such a program would just be a quick conversion process. I am no expert, but there may be a program out there that takes a voxel model and creates a standard mesh with a proper UV map that matches the voxel colours. this GitHub issue and this Reddit thread. This kind of problem is well-known - e.g. Given the limitations of Goxel, which is mostly on the texturing side, I can only suggest that if you want to author a model for Minetest in Goxel, you will need to add a secondary program to your workflow to complete the UV mapping step. Thus, it may be easier to make a voxel model but texture it with another program like Blender's texture paint mode. However the front, left, back and right sides will have all their pixels split across possibly quite many vertical layers, and you may struggle to find them. In a PNG export from Goxel, texturing the top and bottom is relatively easy, as those will sit in contiguous space, being one vertical layer each. This way you can (relatively) easily understand where each pixel sits on the cube. In the standard layout of a UV map, you have the texture in the shape of the net of a cube. But it means that laying out the UV map will be tricky. This is fine, as you will understand it is the inherent limitation of voxel models. However, this is one pixel per voxel, and not the same as most mesh textures which support 1 or more pixels per face of a cube. 'standard'? Goxel has a "PNG layers" export option which will create a PNG that encodes each vertical layer of your model. Goxel's options for exporting textures are present but not.The model will be lighter weight if all adjacent cubes that can be turned into one large cuboid are merged together. Goxel's meshes in an exported OBJ also contain one cube for every voxel of the original model, which is unnecessary.However, Goxel does not seem to make appropriate UV maps automatically. Goxel's OBJ exporter supports materials, and the exported OBJ will have materials that you added in Goxel.Similarly, b3d and x format models for Minetest all need their textures stored separately on disk. Wavefront obj models are not a container format and cannot encode any texture information except materials.Minetest supports a few texture formats, namely: PNG, JPEG, TGA and BMP ( ref).As a mesh engine without coloured voxels, Minetest needs supporting textures for any model to be used in it. Hence why obj, b3d and x are the model formats. Minetest is a mesh engine, with no 'real' voxel format support.There are a few principles to understand first here:
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