

- #MAGICAVOXEL IMPORT BIGGER FOR FREE#
- #MAGICAVOXEL IMPORT BIGGER HOW TO#
- #MAGICAVOXEL IMPORT BIGGER MOD#
- #MAGICAVOXEL IMPORT BIGGER DOWNLOAD#
Bad aligned models will appear at wrong places after placing them into the game, so make sure to double check this. However there are some models that require you to center them around (0,0,0) in your program of choice.

In Qubicle, most of the Stonehearth models are not centered but instead expand on one of the quadrants. This is because the attachment point corresponds to the center in the program (at 0,0,0). You might see that some objects (like weapons, or wall-mounted items) are aligned weirdly when you open their model in your voxel editor. You may use other of the free editors that support layers in the meantime, or use all the files as part of the model in the JSON file. Hopefully, in future versions of Magicavoxel we might get the option to export several layers on the same.

However, Magicavoxel is not suited for models that are meant to be animated, like armor, living creatures, doors, or certain types of workbenches. If your model is going to be a static object with only 1 part (for example, a chair) you can use Magicavoxel. Usually your model will be touching the bottom of the matrix, since that will align it with the floor in game, but there are some exceptions. Then, right before exporting your final model, you can optimize the size of each matrix so that the file is not so big. When working on your model, it's better to make the size of each matrix exactly the same, so that the parts are correctly aligned to one another. This might be different depending on the voxel editor of your choice, though. The matrix size doesn't matter in the end, but for easier modeling you can give it some room around your model so that you can add more voxels if you want to (you can't add voxels outside of a matrix/layer, it's like a bounding box). If your model has different movable parts, each of them will have to be in a different matrix.

This is terminology from Qubicle, for other programs you might see it as "layers". With matrices we refer to different layers in the 3D model.
#MAGICAVOXEL IMPORT BIGGER MOD#
This will save in mod size, unfortunately the game doesn't support compression of QB models so this is currently the only way to reduce model size. Reducing the size of the matrices/layers once the model is finished. Too many voxels/details are bad for performance, however.įilling the model completely on the inside with voxels (if the inside of the model can't be seen from the outside). The amount of voxels will depend on the level of detail you want to achieve. You can make the model with less voxels and then enlarge or reduce it in the game with JSON. A hearthling face is 13 voxels wide, and a hearthling in game occupies a little more than 1 terrain block.Ī wood log is 10x10x10 voxels inside Qubicle, and exactly 1 block inside the game. You can easily see this by checking the hearthlings.
#MAGICAVOXEL IMPORT BIGGER FOR FREE#
The current version of Qubicle (at the time this guide was written) is Qubicle 3.0.Īs for free tools, Magicavoxel, StoneVox, VoxelShop and Goxel should help you if you can't afford a paid program. The team uses Qubicle Constructor 1.0 for creating the 3D models for the game.
#MAGICAVOXEL IMPORT BIGGER DOWNLOAD#
There's an official modeling guide to help you achieve the Stonehearth look and feel for your models : Download
#MAGICAVOXEL IMPORT BIGGER HOW TO#
For how to create and add items to the game, refer to this page. This guide will only explain how to import and export the models, and some other tips.
