

There's a lot of inspiring stuff and a free basic version of Qubicle to check things out at If you've got any questions, feel free to ask. So if you like to develop a game and fear the amount of work which is involved creating proper conventional low poly models you might try something new. I guess every one can build with voxels (that's in my opinion one of the reasons why Minecraft is so successful). One of my clients who made a video using Qubicle models ( this one) told me that his wife who never in her live worked with a 3d modeling tool before helped him creating assets for his film. Qubicle Constructor is really easy to learn and use. Here's the tutorial video (1 min.) I made for the assets storeĪpart from the distinctive look you get when using voxels one main advantage is the time you save creating assets. This optimization process saves up to 90% of the polycount which is of course crucial for game development. So if you drag a QEF file into your assets folder Qubicle Unite reads the data, creates a mesh and optimizes that mesh (by merging co-planar faces). It's a simple text format which stores voxel positions, visibility masks and color information. The actual file format Qubicle Unite supports is called QEF (Qubicle Exchange Format) and it's one of the formats Qubicle Constructor can read and write.

Qubicle Unite extends Unity's list of file fomats that can be directly import by moving a file to the assets folder.
Is qubicle voxel editor worth it pro#
It's a plugin that works in Unity's standard version as well as in the pro version. I'll tell you more about in a minute.īut first of all I'd like to announce a new asset in store called Qubicle Unite. If you got any more questions, feel free to PM me.My name is Tim Wesoly, I am the lead developer of a voxel editor called Qubicle Constructor. I think combination of MagiceVoxel & Goxel would work well too. So it is also great (sudo)sculpting tool. Besides that, hierarchy list, extrusion tool as good as in MagicaVoxel, unique Laser tool, KVX support for import/export, support for MagicaVoxel & Qubicle formats.list goes on.Īlso, you can go really crazy with resolution of your models, if you got enough RAM. It has most expressive drawing tools of all, with transparent painting(!) and variable brush sizes. Why Goxel? It has some unique features, nice workflow and is generally better suited for big models than any editors that I have tried.

Like objects hierarchy list (think of it as layers panel in Photoshop), very fast extrude tool or very easy to use procedural system.įor me combination of Qubicle & (FREE) Goxel work best. MagicaVoxel has many useful features that Qubicle lacks or sucks at, It is just different.Ī lot depends on personal workflows and features that you care for. Is it better in general than MagicaVoxel? If you ask me, no. Like bitmap projection or very flexible & extensive selections system that are second to none of other voxel editors. There are things in Qubicle that you wont find in any other tool available. And I got to admit after using this tool for three years, it was well worth its price. Since than more features became part of basic version. Because you had to buy this damn 20$ 'Utility DLC' on top of basic version, to get things like hierarchy or rotation. To be frank, there was a time I was REALLY pissed on Qubicle dev. I use basic 20$ version with 20$ Utility DLC bought via Steam. I assumed Qubicle price is same via But to answer your questions Mxrtxn, I don't use Demo version. Any tool that helps speed things up are more than welcomed. I ask because I am also working on the voxel pack for Shadow Warrior. Are you using the demo or a paid version? In frontal view, it should be indistinguishable from original sprite. There are many ways to create a voxel terrain, and in this tutorial we are going to explore 3 of them. To satisfy all purists :lol:, extra time is put into making sure this model is as close to the original as possible. Voxel models can represent volumes of any physical medium such as the earth, an air mass or a body of water. That makes it 48 voxel frames that need to be drawn separately & after that re-joned.

This is 16 frames model, but I animate each element separately to get clean trajectories. Rest of elements - two more electrons, and "core" - are also vip. Part of one of electrons from Atomic Health: Just to let you know people that Atomic Health is steadily happening, a screenshot from Qubicle. Thanks for kind words.ĭoing that Holoduke model had to be super hard with those tools. Nice to see you join discussion, ReaperMan! I'm very grateful that you started this voxel project. You can image how much time was put into modeling and animating the holoduke voxel. There where were still very little tools when mxrtxn and Dot3d joined the project. There weren't any tools really available when I started except Scotts SriptoVox, slab6 and photoshop. Yes, most of the pack was done with that method. Wow, so nice to see some people work on this project again.
