How to optimize MagicaVoxel Models using Blender
Why Blender Stack Exchange recommends it
Blender Stack Exchange users link it as the step-by-step recipe for optimizing MagicaVoxel models, usually when they hit baking or UV problems while following it.
Recommended by 1 people across 1 different months, 2016 to 2021.
What it is
A five-minute screen-recorded tutorial from 2016 showing how to cut the polygon count of MagicaVoxel exports by bringing them into Blender. It covers decimating the mesh and baking the original voxel colors onto the simplified copy, narrated by the channel owner Dwahgon.
What people said
Recommends Dragon Of War · 2016-09 · Blender Stack Exchange · on “Selected to Active texture baking incorrect colors + Blurry texture”
I have this voxel model and it's pretty high poly. So what I do is decrease the number of polygons using blender and after that I bake using selected to active on the original object to the copy object. Though I've noticed that it bakes the colors incorrectly: Original: [LINK] Baked: [LINK] Not only that, but the texture also comes out blurry, probably because it tries to smooth out the texture, even though I really don't want it to: Original: [LINK] Baked: [LINK] Is there a way I can fix these 2 problems? If you want to reproduce this for yourself, follow the steps I made in this tutorial: [this video] . Update: I fixed the incorrect color problem! I unticked "Interpolation" and "Mip Map" from t
Cites Hawi · 2020-08 · Blender Stack Exchange · on “Problem Re-baking from Voxel model to generic model”
I made a voxel model from Magika voxel and I tried to remake the model because the way Magika voxel exporting is simply shrunk uv maps to small pieces of color boxes texture. This makes hard to bake extra effects such as Ambient Occlusion, shadows, ETC. [LINK] So I found the solution on YouTube( [this video] ) and it quite worked well until I baked more complex model. I copied mesh and made new material and uvmap. After I bake the new model, [LINK] it seems the blender bakes some faces reflective. [LINK] This is the work space when I baked [LINK]
Cites Torcl · 2021-04 · Blender Stack Exchange · on “UV unwrap creates thin representation from imported obj (Magicavoxel)”
I am not sure if I am missing out on something, but I tried to import an obj from Magicavoxel into Blender, so I can optimize the mesh (reduce facecount, bake texturemap). I do so by using a remesh modifier followed by a decimate. When I try to unwrap the model, all faces are aligned to the same x-coordinate, creating a thin line. I am aware of the uv loss that comes from using the modifier, but the new one should not behave like this right? How do I create uvs without squishing the faces? [LINK] I tried to follow this tutorial: [this video]