![]() So, you’ve been hearing alot about MagicVoxel exports, formats, baking… it might be confusing to figure out what is the best way to export your model to Sketchfab with minimum hassle: after all, MagicaVoxel alone has nine different export formats, and it’s not always easy to know what does what. Unfortunately, there is no “one solution” to this. ![]() The good news is, it doesn’t have to be that complicated. There are actually 3 solutions to export your model. This method exports two elements: your model, and a texture containing all of the colors in your palette. ![]() All of the settings you might have set in the MagicaVoxel renderer will NOT be exported (lighting, emissive materials, transparency, metal…). The model (mesh) exported with this method is not exactly a voxel model: it’s just the “shell” and all the voxels that are inside are not taken into account. The mesh and the texture work together in this way: each face of the mesh is “unfolded” in a specific place in the texture, and that is how Sketchfab retrieves the color information, and is able to display your model’s colors like you would expect. Here is the model open in Blender, a 3d editing program. ![]() Each dot on the texture represents the faces that are “unfolded”, so that the program knows where to apply the texture.īaking your model in MagicaVoxel and export in. obj doesn’t give good enough results, you might want to go to the next level: baking. Baking is a process that saves the lighting information of a model in the mesh itself. Although baking is generally done with a texture, MagicaVoxel actually stores the lighting information in each vertex (point) of the model. When exporting a baked model from MagicaVoxel, you don’t get a mesh and a texture, but only a very dense mesh that contains all the color information. There are several downsides to this technique: first, the mesh can be heavy if your model is big and complex. Second, MagicaVoxel only bakes the lighting from the Sky and Sun in the MagicaVoxel renderer, and the lighting from emissive materials and the transparency won’t be taken into account. It will also be harder to add lighting and transparency effects in Sketchfab without using a 3d software like Blender. Magicavoxel import obj with materials software# No texture is needed, but note how dense the mesh is.Įxporting from MagicaVoxel in. obj format and bake and edit it in a third party program. If you really want to go all the way and have the most advanced lighting and effects in your scene, the best solution is to import it in your favorite 3d software, like Blender, Maya, Cinema4d… And setup all the lighting, transparency and materials, then bake it onto textures and import it again into Sketchfab ( learn more about it here). This is our voxel model in the MagicaVoxel editor: Walkthrough Importing straight from MagicaVoxel Here’s an example of a baked voxel model: While this often gives the best results, it is the most time-consuming and complicated method, especially if you are not used to using 3d software. Vox file under CC-BY license here)Īnd this is our voxel model in the MagicaVoxel renderer, we’re going to try and mimic that look in Sketchfab. Magicavoxel import obj with materials license# As you can see, emissive light and transparency are the key to the scene:īefore we export our scene, there is one problem we have to solve. That is a problem when using transparency, because some faces that are inside your model will show holes, like so: As mentioned earlier, MagicaVoxel doesn’t export a Voxel model, but a mesh, meaning the outer shell of your model. Magicavoxel import obj with materials license#.Magicavoxel import obj with materials software#.
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