Creating a Voxel World in Unity

Ойындар

Life has been busy but I made some squares, enjoy. xx
Vox Cleaner:
www.thestrokeforge.xyz/vox-cl...
Music:
"Voxel Revolution", "Adventure Meme", "Porch Swing Days - Faster"
Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
creativecommons.org/licenses/b...

Пікірлер: 56

  • @MuddyWolf
    @MuddyWolf Жыл бұрын

    I love that you recognise that you may never come back to this but it was fun nonetheless

  • @Geeze

    @Geeze

    Жыл бұрын

    Yeah, it's nice not to worry about finishing every project and just enjoy the process

  • @MuddyWolf

    @MuddyWolf

    Жыл бұрын

    @@Geeze That's a great way to go about it! :D

  • @IlseMulAuthor
    @IlseMulAuthor Жыл бұрын

    Thanks for sharing this with us! You really have as fun, humorous and nice way of telling things. Please keep that up!

  • @marleens9161
    @marleens9161 Жыл бұрын

    I love this art style, nice job!

  • @yeahitsaaron6854
    @yeahitsaaron6854 Жыл бұрын

    I thoroughly enjoyed this

  • @gustavobarabacz5472
    @gustavobarabacz54727 ай бұрын

    Bro your video was a blessing from the heavens! I've been wanting to create a game with my own assets and have nothing but 10 years of minecraft experience 😂. Was just wondering if I could mess around with voxels, and you inspired me to try! Thanks man! Big hug!

  • @Geeze

    @Geeze

    7 ай бұрын

    Glad I could help!

  • @Barnzy_
    @Barnzy_ Жыл бұрын

    Awesome!!! I love the process

  • @Geeze

    @Geeze

    Жыл бұрын

    Cheers, I appreciate it

  • @Gnomable
    @Gnomable Жыл бұрын

    Great video! I'll have to check out vox cleaner and using the shader for color customization is a great idea.

  • @KostasTraikoglou
    @KostasTraikoglou5 ай бұрын

    Welcome to the crew😂😂😂

  • @DannyDeer
    @DannyDeer Жыл бұрын

    Love it, my man.

  • @Geeze

    @Geeze

    Жыл бұрын

    Thanks mate!

  • @OldMrJake
    @OldMrJake Жыл бұрын

    YEH BOIIIIII, Man that first game looked pretty dope 👀

  • @hannahsampson9620
    @hannahsampson9620 Жыл бұрын

    Great vid!

  • @Cha4k
    @Cha4k11 ай бұрын

    Video title should be "Creating a polygon world that looks like voxels"

  • @august0490

    @august0490

    10 ай бұрын

    I have added a comment for the same reason. Square polygonal meshes are not voxels!

  • @luckysun1852
    @luckysun1852 Жыл бұрын

    thanks for sharing, keep going!

  • @Cletus2000
    @Cletus2000 Жыл бұрын

    Thx for the video, i didnt knew about VoxCleaner, so what i did was: 1. Model in MagicaVoxel 2. Save as .vox 3. Import .vox in VoxelShop 4. Export in .dae with settings: - Algorithm: Low Poly (Rectangular) - Textures: "Use overlapping UVs", "Use skewed UVs" and "Use Texture Padding" 5. Take model and texture to Unity 6. In model settings: - Materials > First option to None 7. Texture settings: - Filter Mode > Point(no filter) - Advanced > Non-Power of 2 > None 8. Create material and use texture as base color 9. Asign material to model VoxelShop with that settings seems to work fine for getting low poly and small texture result, but i think VoxCleaner works way better

  • @kiba1704
    @kiba1704 Жыл бұрын

    I would love it, if you do a more in-depth explanation on the shader graph thingie, as this would be very useful to a lot of people out there! And thanks for the clean up plugin find!

  • @Geeze

    @Geeze

    Жыл бұрын

    Sure, I didn't want to explain anything too in depth this video, more of a summary, but can do in another one

  • @kiba1704

    @kiba1704

    Жыл бұрын

    @@Geeze That would be great!

  • @GameDevCade
    @GameDevCade8 ай бұрын

    Maybe late, but in magika voxel you can press tab and then click the plus at the upper right to create a new object in the same scene, it then exports all objects to blender as different objects

  • @Geeze

    @Geeze

    8 ай бұрын

    Oh wow, thanks, did not see that before, appreciate it

  • @DrunkFist_
    @DrunkFist_5 ай бұрын

  • @ramongonzalezfernandez8904
    @ramongonzalezfernandez8904 Жыл бұрын

    The cleaned meshed will be triangulated again when imported into unity and the vertices will be duplicated since the normals aren't smooth. You did and undid the same work.

  • @Geeze

    @Geeze

    Жыл бұрын

    The exporter for the tool triangulates the meshes itself in a tidy way, the same mesh uses 1/4 of the vertices. It's not the same work.

  • @ramongonzalezfernandez8904

    @ramongonzalezfernandez8904

    11 ай бұрын

    @@Geeze vertices don't matter in 3d rendering, triangles do, or the impact they have is minimal. It is an extra step which is equivalent to merging by distance, only that it also messes with surface normals and when you import it on unity it duplicates the vertices again in order to maintain proper surface normals as otherwise you get wonky looking shading.

  • @gamingpugsstudios7068
    @gamingpugsstudios70689 ай бұрын

    Love voxel games, it's so easy to make. Just a tip: hovering arms and feet make it much easier to animate 😊

  • @stspy212
    @stspy2127 ай бұрын

    Can I recommend organizing your channel a bit? I want to watch all of your videos regarding voxel development. Having an ordered playlist of all of your voxel videos would make this incredibly easy to do.

  • @Geeze

    @Geeze

    7 ай бұрын

    Thanks, just put together a playlist, glad you enjoy the voxel projects, I should be adding to this soon

  • @gostan2718
    @gostan2718 Жыл бұрын

    nice

  • @amstial3438
    @amstial34389 ай бұрын

    Hi, after using Vox Cleaner and importing the model into Unity, lines appeared on the edges, do you know how to fix it?

  • @Hietakissa
    @Hietakissa Жыл бұрын

    Hey, how did you import the voxel model into Blender? I found the MagicaVoxel Vox Importer, but it imports the models as separate cube meshes and not as a uniform mesh like yours was.

  • @Hietakissa

    @Hietakissa

    Жыл бұрын

    Nevermind. I didn't realize there was a dedicated export option in Magica Voxel itself to export as obj.

  • @Geeze

    @Geeze

    Жыл бұрын

    Yep exactly that, definitely check out Vox Cleaner because it makes horrendous meshes by default.

  • @Hietakissa

    @Hietakissa

    Жыл бұрын

    @@Geeze got it, thanks for taking the time to reply

  • @pierreseaumaire6988
    @pierreseaumaire6988 Жыл бұрын

    It's cool but Vox cleaner export texture, and vertex color are lighter than texture in game engine ... I try to find another way also to clean model in blender

  • @AlejandroMartinez-iz2kf
    @AlejandroMartinez-iz2kf Жыл бұрын

    ¡Hola a todos! Estoy explorando la creación de equipamiento voxelizado, como sombreros y otros accesorios, en MagicaVoxel. Para lograr variedad y detalle, he estado considerando la posibilidad de crear estas piezas en archivos separados, por ejemplo, un sombrero en un archivo y el resto del personaje en otro. Sin embargo, me preocupa que al exportar estas partes por separado, pueda perder la posición y la alineación adecuada entre las partes. Mi objetivo es lograr que el equipamiento encaje de manera coherente en el modelo sin problemas. ¿Alguno de ustedes ha intentado algo similar? ¿Hay alguna manera de combinar estas partes en un solo objeto dentro de MagicaVoxel antes de exportar, manteniendo sus posiciones relativas? Agradecería mucho cualquier consejo sobre cómo abordar este enfoque y mantener la coherencia entre las partes. También, si conocen técnicas alternativas para la creación de equipamiento voxelizado detallado, estaría encantado de aprender más al respecto. ¡Gracias de antemano por su ayuda y conocimiento!

  • @Geeze

    @Geeze

    Жыл бұрын

    Hi, MagicaVoxel isn't the best for aligning multiple objects, if you're looking to use them in Unity it's very simple to align them as you will know the voxel count and import size, otherwise this process is also easy in Blender. I do this for all of the tools in my project so I can easily swap to different parts. Hope this helps!

  • @AlejandroMartinez-iz2kf

    @AlejandroMartinez-iz2kf

    Жыл бұрын

    @@Geeze Hola, nunca he usado Blender ni VoxEdit pero creo que tendré que aprender alguno de los 2 para poder continuar. Muchas gracias, has ganado otro suscriptor :D

  • @CrazyVowa
    @CrazyVowa9 ай бұрын

    How did you animate that hand? using code?

  • @Geeze

    @Geeze

    9 ай бұрын

    All the animations are done using Animation clips, which are triggered in code.

  • @august0490
    @august049010 ай бұрын

    I didn't like. The environment and objects are not composed of individual voxels. The square polygons are aesthetic only and it is not possible to interact with their individual voxels. The polygonal messhes in the video just pretend look like voxels.

  • @mitchderise73

    @mitchderise73

    6 ай бұрын

    If that's what you're looking for, you could just use cubes as meshes and build assets in unity right? That's obviously not optimal for performance but if that's what you want, it's straight forward.

  • @senswain
    @senswain Жыл бұрын

    Voxel isn't bad... I prefer Volkswagen personally

  • @Geeze

    @Geeze

    Жыл бұрын

    That is horrendously bad

  • @RHYSHALLDIGITALART00122
    @RHYSHALLDIGITALART001225 ай бұрын

    Hate to say it but its *topology*

  • @Geeze

    @Geeze

    5 ай бұрын

    I know, words are hard...

  • @andrewsneacker1256
    @andrewsneacker1256 Жыл бұрын

    2:28 in my opinion this messed-up "topography" (Topology is the word) is better than the one cleaned up. You can clearly see where are the triangles, after clearing its alot of n-gons that are gonna be broken-down back to triangles after export, and I bet that topology after that gonna be even worse than it was in the first place. I like your style, really cute little dwarfs and buildings. Wish you luck.

  • @Phimue

    @Phimue

    Жыл бұрын

    Agreed, when exporting as obj from MagicaVoxel, the geometry is already as optimized as it gets and there probably won't be any difference in the amount of triangles once the model is imported into Unity. Also, about the duplicated vertices, if they are bothering you in Blender you can simply use Mesh -> Merge -> By Distance to merge them without using add-ons, but this will also not make any difference in Unity, because in the game engine, "sharp" edges like the 90 degree angles in these voxel models require at least two vertices (three in corners, or one for each adjacent face) in the same location as there can only be one normal per vertex. Only in smooth shaded geometry, two adjacent faces can share vertices, but in this case this would look awful, obviously. Fortunately, vertex count doesn't really matter, except maybe on mobile.

  • @Geeze

    @Geeze

    Жыл бұрын

    Topology, thanks words are hard. I was having trouble merging the duplicate vertices using Blender's own tools which is why I used VoxCleaner. It would be good if it did break them up into triangles as well but it fixes the main issue I had. I appreciate the feedback.

  • @Cha4k

    @Cha4k

    11 ай бұрын

    Nah, Its unoptimized and has a bunch of extra verts for no reason. The cleaned up one is better, Just connect some of the verts on concave corners if you're worried about how they'll triangulate.

  • @andrewsneacker1256

    @andrewsneacker1256

    11 ай бұрын

    @@Cha4k The cleaned up version has only ngong. And they will triangulate after export to unity so baaaad. Why are you giving really bad advices?

  • @oldruggedimaginarium
    @oldruggedimaginarium4 ай бұрын

    Layers solves the issue of multiple body parts

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