![]() P.S 2500 models with one camera and one directional light produce ~ 180 fps on gtx 1060 / i5 10400 and 230-240 fps with optimization from Qubicle. Maybe I need to remove the uv map when exporting from Qubicle and insert the uv map that MagicaVoxel generated into the model, but for now I'm figuring out how to do this in Blender. When exporting, a new uv-map is created and, as in the case of VoxelShop, I have to create my own texture and material for each model. Qubicle is the best at optimizing the grid and opening large. Out of despair, I bought Qubicle Indie Edition in incentive only for export, because it is inconvenient for work (for me personally), unlike MagicaVoxel. More often MagicaVoxel optimizes better than these scripts( I need to create a separate texture and material for each model. dae export replaces the standard MagicaVoxel uv-map. The resulting file is imported into Blender and exported to. ![]() ![]() vox files in VoxelShop and export them to. The HEX Color Value is represented in hexadecimal, so the range goes from 00 to FF for each of them. obj i can create one material for 99% of the models in the project, but MagicaVoxel does not optimize the mesh very well. I will create a script that will export all my colors to the MagicaVoxel palette and it will be both like the palette in the program and the texture of the material in Unity. The fact is that I have not completely decided on the color palette and when developing a project I want to dynamically change the colors of all models in real time. I am new to Unity and i have a problem with import multiple optimized vox models with one texture. ![]()
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