ART – Creating a character

Creating/editing a character:

*Characters are already created*

  1. Load the Vox file of a character in Magica Voxel.
  2. Re-paint the new texture of the character (never add new mesh).
  3. Take screenshots of every view (in ortographic mode) perfectly aligned.
  4. Open texture file in Photoshop (or any other image editor).
  5. Cut all the textures from the screenshot views and replace them in the texture file.

-Create an OBJ character

  • Convert from Voxel (.vox) to Object (.obj)

*After texturing the character in Magica Voxel*

>First way:

  • Open the character .vox file with Voxel Shop (software).
  • Select all the character and export it as an OBJ file.

*This will also generate an image file of the texture in png or jpg format*

>Second way:

  • Load the “VoxelToUnity v1.2.2” package inside of Unity. (external plug-in)
  • Drop and drag the .vox file in Unity
  • Drag it to the convert file and choose the OBJ button.

*This will create the OBJ and the image file of the texture*

 

  • Open the .obj character inside Autodesk Maya (or any other 3D software)
    1. Verify that every box is closed:
      • Select all the vertex and choose “Merge”.

*This is to prevent problems with the animation*

  1. Add loops divitions on every joint (knees, elbows, etc)
  • Select the object and Insert Edge Loop

*This is to help the animation bend correctly*

*Extra assets such as helmets, weapons, cloaks, accessories should be parented to the model joints inside of Unity*

 

 

-Animate a character (using mixamo automatic-rigg)

  • Convert the .obj file to .fbx (Using Maya or the 3D software of your preference).
  • Log in into mixamo platform.
  • Products > Rigger > Auto-Rigger >Rigg your character > Upload
  • Select your .fbx character.
  • Place the joints where you want the movement.
  • After the character is completely rigged, go to “My Assets” and select your character.
  • Click on “Find animation” and look for the animations you want.
  • When you like one just click on Add to pack (you can do this to all the animations you want).
  • When you finished choosing all the animations you wanted, go to “My Animations” tab
  • Select the animations you want and click “Queue Download”
  • In the “Downloads” tab select your animations and choose what you want to download (it could be an animation skinned or just an animation with only joints).
  • Import that file into Unity.

ART – Creating a level

FOR CREATING A NEW LEVEL

*Textures and asset templates are already created in Voxel Engine plug-in inside Unity* (If you need to change this plug-in or anything related talk with programming team)

  1. Create the level with Magica Voxel (software).
    • *Base ground should be at least 25 blocks high.
    • *All levels cannot be higher than 40 blocks.
    • Use the palette of materials (already created before)
  2. After finishing the level, export it as a Qubicle file (.qb).
  3. Open the level with Qubicle Voxel Editor (Steam software) and verify the match of colors.
  4. Select all the level and export it as schematic file (.schematic).
  5. Open the level with MCEdit and verify textures.
  6. Select all level (Ctrl + A) and re-export it as schematic again.
  7. Drag and drop the file inside of Unity (Assets/Levels/Level X)
  8. Load the level dropping it in the “Map To Load” box inside the Simulation Controller component.

-For editing textures:

  1. Open the file “MasterPalette.png” in (Assets/MasterPalette/Materials) with Photoshop or any other graphic editor.

-For editing/adding a new block type:

  1. In (Asets/MasterPalette/Blocks/The type desired) Right click > Create > BlockSet and choose the type of block desired.
  2. Select the block of texture desired for each view of the new block.
  3. Scroll down and write in the Element box the correct Minecraft block ID and sub ID.
  4. Choose the correct subtype block.
  5. Select the corresponding Blockset in (Asset/MasterPalette/Blocksets) and drag and drop inside of it the new BlockSet created.