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How many of you use MagicaVoxel? Voxel art isn't for everyone, but for those who like it, it's brilliant.

It's a great piece of free software. It's less than 5 MB in size, is super fast, relatively easy to use and comes with a built-in renderer. You can also export your models to various file types. For pixel artists, it might be easier to make stuff in MagicaVoxel and then export it as a pixel sprite art.

The only disadvantages it has is that it can only handle 126x126x126 size models right now and max size of render is 2048x2048 px.

The upcoming version is going to let you make scenes of either 5123 or 1024x1024x126, which is bloody amazing.

Softwares like this and Blender are the ones we should be promoting.
>>
If you're interested in checking it out - http://ephtracy.github.io/
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>>588321
Looks neat, thanks for sharing.
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God damn, all this time I thought MagicaVoxel cost money, so I never tried it.
I can't believe I've been so dumb for so long. I guess I'll try it out.

Can it export as models? I'd want to use the models in games.
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Is this open source? Is there anywhere we can see the plans for future updates?
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OP is very confused.
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>>588321
i just use blender.
it does voxels just fine.
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>>588374
Is there a plugin for that?
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>>588374
What's happening in Blender land lately? Why are you shills so desperate to promote your cult?
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>>588386
Are you okay friend, did Blender kill your parents?
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that's probably the cutest 3D modeling program I've ever seen and if even runs with Wine under fucking Linux.
also, the deer that came shipped with it is a qt.

thanks so much, op.
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File: YIKES.png (1 MB, 1756x910)
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https://sketchfab.com/models/0989e350966b4d399b8c1ad0952caecd

It looks promising for introducing children into CG with the whole minecraft block approach, and artists from other areas who want to try 3D and maybe make something cute for their portfolios, but Jesus H. Christ, that geometry.

Let's just say that this program doesn't seem too concerned with laying out polygons in the most optimal way, and is instead going for that "Get the tools out of your way so you can focus on creating!" approach.
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>>588435
That's ok though?
I doubt the program's purpose was to make the model usable for anything else then viewing it.

Programming it in a way so that it puts out clean mesh would probably take a fuckton more time and that wouldn't be worth it because no one would use this program for anything professional.
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>>588444
I mean, it is totally fine when you consider the use cases and price tag this thing has, or the lack thereof.

It's a little cringe-y to look at all that red and think that no improvements should really be made because it's not worth it though. They made the software, it was clearly worth it to somebody to get to this point, even though it's free.
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>>588435
Is there really any way to make it better though? It already connects all blocks of the same color to optimize that. The only other way it could be better is if all flat faces with multiple colors were exported as a single texture and then the texture was applied to those faces. Instead of each color being a separate face. But I doubt that's easy to do.
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>>588453
I don't really have any solutions in mind. Maybe it really doesn't need any, thinking about it.

I just wish it looked a bit cleaner, I don't even care if it would be worse in the long run. Maybe give an option to export as quads instead of triangulating everything, maybe just simplify multiples of the same block into one big ngon and let her go that way. If it won't be animated, it's probably not so much a big deal.

Some of this stuff just looks kinda weird though. I have no idea if parts like these were a bungle-up on the software part or the author's part.
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>>588455
Here's what that looks without the wireframe on;
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>>588455
>>588456
The parts that are overlapping are the fault of the artist. It's not possible to put two voxels in the same spot.
I don't think there's any real way to not have all those triangles though, because of how the voxels are. You can import the obj into blender and use the option to convert tris to quads to clean up some of it. But honestly drawing a completely flat background image using voxels isn't really the right use of voxels anyways. Of course it would be a lot smarter to just have a single big quad and a separate texture for that.
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>>588435
Looks like the same way skp does geometry to be honest
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These were made with MagicVoxel. Looks like a very cool piece of software.

Think he used max to animate:

https://www.youtube.com/watch?v=ugQJjmaQLeM

https://www.youtube.com/watch?v=6MnUKlj6yjI
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>>588332
You can export as obj.

>>588345
It's not open source unfortunately. You can follow the guy on Twitter. He posts updates there. twitter.com/ephtracy

>>588374
I'd love to know how you do voxels on Blender.

>>588435
Yeah I've heard concerns about its exported models not being too optimized. I'll tweet the dev asking if he could look into it.
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The one thing I wish MagicaVoxel had is a way to have multiple objects in the same scene. That would make it a lot easier to export the models to Blender for animation. Right now all parts that are touching become the same mesh. So the only way to export it with multiple meshes is to add a space between the separate parts, which can be a pain when making the voxel model.
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>>588385
>>588476
remesh modifier.
choose "blocks".
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>>588522
kek, when you're right, you're right.
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>>588522
>>588529
How are you guys getting colors to work without destructive editing while using the remesh modifier? Was thinking of applying a data transfer modifer to copy over vertex colors from the normal mesh but for some reason its not picking up colors.
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>>588534
All m getting is this shit for some reason
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>>588534
>>588535
bake the material to a texture first.
after the remesh modifier is used you have to unwrap the new mesh.

i've never tried to do coloration before the remesh.
might be a better way.
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>>588534
>>588535
>>588542
just did this.
maybe it'll help you?
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>>588542
Yeah, was hoping to avoid destrying the modifier workflow. The data transfer modifier should transfer colors on the go for situations like this. Its technically a bug but Im too lazy and hopeless to report it ¯\_(ツ)_/¯
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>>588544
It works for this simple gradient but I think it would be cool to be able to model something like in the OP's pic without doing nonreversable modeling or special case shading like you have
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>>588321
Just use blender to make voxel
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Holy shit, faggots, come the fuck on.

The tiny program is perfect for what it does and there's no need to keep telling with flailing arms how Blender is "better" at it. In Blender you do models and then "convert" them half-assed to voxels. From there on it's a pain to do swift changes to the shapes like it is possible with that tiny ass program.

I'm a fulltime Blender user too but you really have to know where you draw the line in your faggotry.
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Wait was >>588522 a serious reply to voxels in Blender?
I thought that was a joke. That's not voxels, that's just making a normal model look like voxels. That's like taking a photograph, scaling it down to 16x16 pixels and calling it pixel art.
Why would you ever use the remesh modifier, if you're using blender?
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>>588554
remesh modifier can be a quick temporary solution to un-fuck a really, REALLY bad model that you for some reason need to sculpt on or do whatever with it.
some models are so bad they even need cleanup before you can retopo them.
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just made this (obligatory startrek faggotry).

fuck, I love that program
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>>588550
>no need to keep telling with flailing arms how Blender is "better" at it
nobody said it was better.
just that you could use it.
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>>588562
Nice job anon. Click on a model for the DoF effect.

Blew my mind. MagicaVoxel is so simple to use.
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>>588635
hey thank you!

>Click on a model for the DoF effect.
yeah I accidentally found out about that too and it's fucking awesome.
tried that on the model I posted but I thought it wouldn't fit so I left the dof effect out. can't remember right now if there was dof in that chase scene too but it kinda felt wrong
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>>588321

Will MagicaVoxel bake the lighting to the model?
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>>588675
that's actually a great question.
also, can you animate the lighting to be able to make pre-renders for games?
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>>588675
>>588692

No, it doesn't.

Yes, you can.
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>>588554
Because the thread discussion is about simulating the voxel art style.

Youu monkey
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>>588476
>>588323


>It's not open source unfortunately.

throwing a link to a proprietary platform, especially a really nice looking graphics system like this, on a github site is a dick move
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>>588675
I think it does, yes. Once the rendering is done, you export the baked mesh.
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>>589095
I wonder what his reason is for keeping it closed source, I mean it's completely free software. He's just missing out on people potentially contributing to it.
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Blenderfags are the fucking cancer of this board holy shit
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>>589199
Blender is good, but it's silly to use it for voxels.
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>>589187

Maybe he's hoping to pull a Sculptris and sell it to another company in return for a shit load of money and a steady job.
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>>588463
I hate skp geometry so much but this is pretty much correct.
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>>588467
that look good
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What software to use to splice up multiple voxels to create a continuous effect? Making a little city of sorts.
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>>589907
You can use MagicaVoxel Viewer to put multiple fullsize models in the same workspace. Sadly the lighting in the viewer is shit, it doesn't even import your lighting preferences from the single models, so all you get is an evenly lit boring mess.

OR you can export your models to obj (for example) and merge them in Blender or what have you.
>>
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>>588554
>That's not voxels, that's just making a normal model look like voxels
and after you render an still image that makes a huge difference because...?

fucking retard.
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>>588413
It killed an entire weekend that I could have otherwise spent masturbating.
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>>592475
One could argue about the time and effort, and how a mesh voxelizer could be cheating, but ¯\_(ツ)_/¯ idk, I'm not the one you replied to, I'm just a voxel enthusiast.
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>>588435
>https://sketchfab.com/models/0989e350966b4d399b8c1ad0952caecd
this actually looks pretty optimized, otherwise you'd get 1-6 faces for every "voxel" you have in your space
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>>592489
>could be cheating
i think you meant to say, "time saver".
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>>592551
Definitely. I'm not saying otherwise.
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>>592475
Because voxelizing a mesh rarely looks good. More often than not you get better results by making it yourself. Just like with pixel art, hand made pixel art almost always looks better than pixel art generated from high resolution images.
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>>588562
What minecraft mod is this?
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>>592582
>yfw you finally realize that since all computer images are pixels, high res is pixel art
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>>592582
I think a little bit of help from a mesh voxelizer isn't bad, but yes, one definitely has to use a voxel editor finally to get those fine details right.
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>>592622
And then you realize that all movies are stop motion...
Everything on the computer is digital, not analog so it is hardly a surprise.
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>>588321
i like this
good find op
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>>592818
You made that? That's awesome, anon. Glad you liked it :)
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MagicaVoxel 0.99 just released.
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>>592985
Wheeeeeeeeeeeeeeeeeeee!!!!!!!
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>>592985
it's alpha and the changelog says there's stability issues

i'll wait
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just use blender
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>>593024
Any links on how to make voxels in Blender?
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>>593031
Remesh modifier
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>>593032
What about actual voxels though?
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>>593033
>Any links on sculpting in Blender?
>Multiresolution modifier
>What about actual clay though?
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>>593035
Blender has actual proper sculpting tools though. As far as I can see it doesn't have voxel tools. The remesh modifier isn't voxels, there's no way to add new voxels or remove voxels. Unless I'm mistaken, which I'd happy to be mistaken in this case.
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>>593036
Sure there is. You add geometry to the mesh.
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>>593037
That's more difficult than just using voxels.
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>>593024
MagicaVoxel exports to obj, there's no reason not to use it for voxels, then import it into Blender for whatever else you want.
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>>593038
Subjective
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>>593042
Clicking once to add a block.
vs
Adding a new mesh or adding loop cuts and extruding, then scaling and positioning this new geomtry to try and get the remesh modifier to add a single block.

Clicking once to remove a block.
vs
Trying to remove just enough geometry and filling in any holes to get the remesh modifier to remove a single block.

I think it's pretty objective that working with voxels is easier than working with the remesh modifier if you're trying to make a voxel model. But to each their own, I guess.
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>>593023
Couple of graphical glitches here and there, and it lost the ability to do animation, but nothing much unstable as such.

You can download it and try it. I'm running both 0.99 and 0.98.2 because it's a simple executable file and not an installer.
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>>593037
>>593032
>>593024
>>593042
I'm a massive Blenderfag. but this is just retarded, m8.
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>>593033
>after using the remesh modifier just...
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>>593363
I'm not sure what that does. I tried it but it didn't convert the model to voxels or provide any voxel tools. Can you show what settings you use?
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>>588321
Minddesk - Qubicle

https://www.youtube.com/watch?v=QhoXjh1fP_s


how's this software?
It's used in games, it also has decimation, various export options, landskape generation tools
no limit on vixels that MagicaVoxel has and overall, much more useful tools.
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>>593438
I've never used it but it looks fine.
It doesn't really offer anything I'd need over MagikaVoxel though, so $75-$175 is too steep of a price for me.
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you could just import your mesh into Houdini and convert to vdb with a highish resolution
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>>593438
Now that MagicaVoxel has large world support, Qubicle isn't worth it.
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>>593394
Cell fracture breaks the model in to small parts as if hit with a sledge hammer, he is trying to be funny.
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>>593438
>various export options
>separate DLC purchase
It does have more export options than MagicaVoxel which is nice. But still, that's retarded.

>Basic tools that should be built into the tool are also a separate DLC purchase
This is full retard. It barely has a few nice features over MagicaVoxel, but not enough to justify this shit.
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Now that MagicaVoxel 0.99a is out,
>QUBICLE FANS ON SUICIDE WATCH Hehe always wanted to do that as a 4channer
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>>594111
your post is not deserving of those trips.
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>>588321
>MagicaVoxel
how do you make the lighting?
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>>594253
Haha definitely not
>>594270
MagicaVoxel has a built in renderer. You choose a voxel colour from the palette and you can make it emit light of various brightness and glow.
It can also make materials as metal or glass.
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Anybody got any tips on how to make renders look good? Mine look like absolute shit.
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>>588386
Fuck off you cunt you do realise more and more industry is using blender
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>>588467
Wtf are you kidding me
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Can yuou do the loghting and reflections in magic voxel like the guy who posted this video, or ops pic
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>>595067
I don't realize "more and more industry is using blender" because it isn't.
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>>588321
Just got it! Love it!
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>>595088
Ok. Sure.
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guys is it possible to export the magica voxel obj into blender and edit the textures?
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>>588321
how do i export the lighting and stuffs out?
I can only ever get an obj with the texture and not able to have the lighting and stuffs i created in magicavoxel.
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>>597290
You can't.
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>>588435
>It looks promising for introducing children into CG with the whole minecraft block approach
Yeah I showed it to a 10 year old and she made pic ralated
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It's really fun
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>>588321
question, will i be able to download my creations as an stl file right off the bat? because i would like to try to 3d print a work such as your pic related
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>>600199
You can export as Obj, ply, marching cubes, .vox, slab6 vox volume, qb volume, isometric pixel sprite, export 2d sprite.

So it can export a bunch of .ply, .vox, .png and .obj




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