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Voxel Workflow with 3DCoat & MeshLab by Phil Clark


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Hello there! My name is Phil (aka phil_xg) and I’m an Artist, Game Developer, and Sketchfab Master from the UK. In this tutorial we’re going to look at creating a unique texture for a voxel model and discuss a few simple techniques you can use to enhance your voxel work.

To do this we’ll be using 3DCoatMagicaVoxel and MeshLab – so let’s get started!

The Problem with Voxels…

The most common question I get asked about working with voxels is how to improve the appearance of your final scene. Whilst it seems like the answer should be as easy as saying ‘the same way you improve the look of any scene’, it’s not quite that simple.

My goto voxel editor is MagicaVoxel – it’s a great tool and provides us with a great amount of export options. However, none of them let us treat our voxels as a ‘standard’ model. Exporting as an OBJ file is the closest it comes, but the lack of unique UV’s leaves us unable to use complex texture based effects (such as lightmaps) to bring some final polish to our work.

To fix this issue we’re going to export two versions of our model from MagicaVoxel, then use a combo of 3DCoat and MeshLab to give us our unique UV’s and base texture.

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