What I made:
A tree that was my first model, after making the camels and the rock I went back and adjusted the model to make the model better, although it needs more leaves.
Made this after my first attempt at making a tree wasn’t going too well and I thought I was biting off more than I could chew. I thought that is was basic enough that it could have several uses in the games project.
Above is Humprey the Camel.
This is Maurice the Camel. Both camels are made from the same basic model with some slight adjustments made to both of them. They are both for games cross-discipline project.
What I learnt:
How to Use Magicavoxel, details accompanied by the tutorials.
More tips on how to use Maya, like how to make a playblast and reference a model/rig.
Need to read more but is and will be a helpful reference. As I lost my notes on Maya.
https://www.youtube.com/watch?v=qA170N4RctU Not very helpful. I just couldn’t get my model to move up and I wanted to know how to do it even though it’s a stupid question and I did it before now, it’s just not working.
Watched this for the workflow they go through and how to make things, was good to watch, saw the circle brush being used and how it can be effectively used.
Watched part of this tutorial just to watch someone make something and the processes they go through and mainly cause the treehouse looks hectic, but I watch all of it.
Magicavoxel automatically creates a bunch of folders on the right that you can save and export from as well as free models, this is on the right-hand side. Can only build inside the matrix, can change its size in the top right-hand corner. Middle mouse button moves the camera in and out. Hold down the right mouse button and move the mouse around moves the camera.
Click on brush menu to show all the brushes and options.
L – line tool and if you select attach then you can draw a line with the mouse in any direction to get a line of connected voxels
C- circle. Creates a circle of whichever colour you have selected
P- pattern brush
Mirror tool- kinda self-explanatory. Whichever axis you have selected (x,y or z) whatever you create on the selected axis is cloned/mirrored on the other side.
V- voxel shape brush. (From controls link) think it creates individual voxels. MGN tutorial calls it vertices tool. It does appear to make individual voxels
Can paint details in, but only as fine as a single voxel. Can change colours by moving and changing the settings of the bar in the bottom left-hand corner. Can also type in RGB colour codes- can google those, that is the colour changing bar settings.
Fast tone colours a program that gets colours from pictures
F brush appears to grow and expand things. Its the face brush. It modifies the face of the model, like the face of the cube. When attach is selected it adds layers, making things bigger/taller. Can be done of multiple axes. When using the face tool in the grey bar underneath the viewpoint, it tells you the number of layers, you know how many you’re adding.
Erase tool- depending on what brush you have selected will depend on how/the number of voxels that will be erased.
When rendering the g button on the left-hand side, changes the colour of the ground. The ‘E’ button below g, produces a colour edge of the model.
P- pattern brush. Select pattern in top right-hand corner. Then select a model from folders and it brings it into the scene. With Mirror on as well, it brings multiple models in and mirrors their position.
Can edit the size and of the voxels, you are working with by changing the vox settings, when v brush is used.
When you want to animate a character they need to be made in a ‘T’ pose and have the hair not touching the body, so the head can move. Separation at knee level
Mixamo- upload for auto rigger. Adds animation to it, can edit them through settings on the side. A good way to test character.
F brush, attach lift and raise to add layers whilst holding the mouse.
With axis and mirror tools selected on the same axis (x,y,z) and erase it creates deletes a selection of the layer. Then by selecting the face tool and erase and moving the mouse down it deletes layers. When exporting the palette is saved automatically
Right-click WASD keys to move
To make models solid and able to be walked on etc, in the left-hand menu where everything in the scene is listed. Click on the desired asset and then click on default that is listed under it. On the right-hand side where all the details are for the model click add a component and then select/search for mesh collider.
Learnt a lot from these videos, a lot of what I learned about Magicavoxel I learned from these tutorials.
Good tutorial but skipped over some of the basics. From watching the creation of Unihorse I learned to start with the Start with the biggest piece first and then move it and build off it. He started by building the body rather than starting at the top with the head or at the bottom with the legs and feet.
- Set the scale- to make things right scale so a human isn’t the same size as a building for example.
- Zero gets rid of everything in the scene clears it.
- Find the smallest area of detail in the thing you’re making to establish how many voxels it will be, e.g. if the character has a pupil that would equal one voxel and then you base the size of everything else around that, basing your estimates around this. This is important as otherwise, you can end up losing detail. Sometimes you will just have to estimate size during modeling process as you go.
Exporting for Unity
- Export as obj
- Voxel models usually came into unity quite large.
- Add script to control how he moves and jumps.
- To import into Unity. Right click in the bottom content browser. Then select import new asset, select the obj file.
- go to model settings to adjust the scale.
- To add the color to the model, you have to import the colour palette. Select the default material and drag the png colour palette that you imported into the albedo of the default material.
https://www.youtube.com/watch?v=PYCsrRGINHA reference for a cartwheel, bit difficult cause they did the cartwheel the opposite direction to what I want
https://www.youtube.com/watch?v=6gQ4D-fkL2Y voxel tree modeling tutorial, watched it mainly for the palm tree. But it showed me how you can draw and outline on the wall of the matrix which makes drawing complex shapes a lot easier and on the same layer. Then the guy duplicated what he made and put in on the other side making it double sided and dimensional. But since the video was sped up I don’t know exactly how he did it, but it would be worth researching as I don’t think it was done through using the mirror tool unless he used the hotkey.
How he made the palm tree leaves I found really interesting and helpful, he used the same method I used to make the petals for my lotus in the aftermath project, he drew the shape of the leaves from the top view and then from the side he selected sections and moved them to make the leaves curved, as well as duplicating them and rotating them.
https://ephtracy.github.io/index.html?page=mv_controls voxel shortcuts,
Voxel videos I want to watch for helpful tips hopefully
Rotating in voxel isn’t possible, so its hard to find shortcuts https://www.youtube.com/watch?v=qA170N4RctU
Except if you’re in this situation and then you can kind of rotate. I wasted my time experimenting to see if I could utilize the corners of the matrix to help make a tree trunk but it didn’t work so sometimes trying to find shortcuts isn’t worth is and you just have to do it the long way.
The website I used to do some gesture drawing.