by Cherno » Sun Feb 02, 2020 3:56 pm
A voxel model only stores color information for each voxel, not per face. That means that you won't be able to retain this information when converting to a voxel file format.
That being said, I am not sure if I understand your problem completely.
If there are several free voxel editors (such as MagicaVoxel) available, why are you using Blender?
If you want to use Blender, why do you convert the models to voxels at all, if model support in GZDoom is superior in every way?
Edit: Or are we talking about some kind of "voxelizer" here which takes normal models and presses them into the blocky voxel look? If so, you have a few options, none of which are perfect. You could select all faces for each of the six directions (up,down,left,right, forward,backward) and uv map them as per your liking. You could also check out my SunSim shader for the quick & dirty approach.
A voxel model only stores color information for each voxel, not per face. That means that you won't be able to retain this information when converting to a voxel file format.
That being said, I am not sure if I understand your problem completely.
If there are several free voxel editors (such as MagicaVoxel) available, why are you using Blender?
If you want to use Blender, why do you convert the models to voxels at all, if model support in GZDoom is superior in every way?
Edit: Or are we talking about some kind of "voxelizer" here which takes normal models and presses them into the blocky voxel look? If so, you have a few options, none of which are perfect. You could select all faces for each of the six directions (up,down,left,right, forward,backward) and uv map them as per your liking. You could also check out my SunSim shader for the quick & dirty approach.