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Very old paper

I really hope this ends up being as good as it seems to have the potential of being. If it does, we're probably looking at something becoming almost as ubiquitous as Substance has become. And I really appreciate the devs admittance of the fact that devs should be cautious about it. I mean, even in my experience developing, both professionally and as a hobbyist, I've played around with many scenes that upon closer inspection, just aren't setup how they should be, whether it's because of asset arrangement, faulty optimization/no optimization, lightning, etc. I think People need to be more cautious of other's work, and that goes double for an AI. I also hope this will be made as integrations, plugin or otherwise, with commercial engines for all us indie devs!

I'd like to know the pros and cons of this vs Parrallax Occlusion Mapping with Pixel Depth Offset. I can see this being a bit of a headache for the GPU due to overdraw.

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0 questions answered
MagicaVoxel is a voxel game creation software created in 2012 for voxel editing. It saves files in VOX format but not in the same type of file format that is used more widely in such games as Shadow Warrior or Ace of Spades.

New Features in Next Minor or Major Release [04/21/2014]

  • new Palette [04/05/2014]
  • fixed color slider bugs [3/8/2014]
  • inverse : inverse solid and empty space [3/8/2014]
  • expand : expand size by 2 [3/8/2014]
  • dilation/erosion [3/14/2014]

MagicaVoxel paint tool © MagicaVoxel, 2015

  • palette : RGB slider for color picker [3/14/2014]
  • maze [3/14/2014]
  • add axis and hide frame edges [3/20/2014]
  • improving shading [3/20/2014]
  • config : add pivot, transform options for mesh export [4/15/2014]
  • plugin : add query methods for environment settings
  • import ply
  • model list : sub folder?

May start another project :

larger resolution scene editor

Still have questions?
Gabriel de Laubier showed how he works with MagicaVoxel.

26 July, 2017

Thibault Simar shared some techniques he uses to build exciting voxel-based dioramas. He shows some fantastic level of details in his projects.

22 June, 2017

Andrzej Koloska from Fireline Games talked about the technology, which helped to develop Intensive Exposure - a voxel-based game in UE4. He talked about the peculiarities of voxels and how to use them in design.

26 July, 2016

Artist Sir carma shares his views about the advantages of voxels and talks about the accessible tools that let you work with this technology.

4 May, 2015


4 May, 2015