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[Released] VoxelMax (Voxel Editor, Converter)

Discussion in 'Assets and Asset Store' started by NanoidGames, Aug 6, 2015.

  1. NanoidGames

    NanoidGames

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    VoxelMax is a modelling extension for Unity. It’s main purpose is to provide a well
    balanced fast tool for game developers to build their own voxel based models inside the Unity environment.
    With VoxelMax you can:
    -Convert models to Voxel structures
    -Convert pixelart to Voxel structures
    -Edit&Optimize these objects (You can reduce the necessary polygon count)

    Tank&City :)


    Take a look on the already existing features of the plugin.


    Currently I am working on in-game explosions and destruction.



    Asset Store Link
     
    Last edited: Aug 20, 2015
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  2. NanoidGames

    NanoidGames

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  3. NanoidGames

    NanoidGames

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    VoxelMax is now also available for Unity 5.0.

    Plans for the next release:
    [Done] -Speed up the mesh optimization
    [Done] -Speed up the Build Mesh function(faster ingame&editor mesh rebuild)
    [Done] -Importer for Qubicle format .qb
    -Importer for MagicaVoxel
    -Integrate the explosion into the demo scene
     
  4. NanoidGames

    NanoidGames

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  5. NanoidGames

    NanoidGames

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    New Update is now available on the AssetStore. And the price is now down to 15$.
    Update log:
    -Destruction is introduced into the test scene.
    -Much faster Build&Optimization
    -It is now tested and fixed on MacOS
    -Qubicle importer
    ...
     
  6. Rick-

    Rick-

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    This tool looks really good.
    I would definitely buy it if you could add a feature to save/load color palettes or something like that.
     
  7. NanoidGames

    NanoidGames

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    Hello Rick,
    I also think that I have to make some improvements on that part, but I do not have a design for it yet.
    So if you have any more idea about it, please share it with me!

    I already have some planned features for September.
    Right now I am working on the "sprite anim voxelizator" feature.
     
  8. Rick-

    Rick-

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    I see in the video that there's a Brush Color option in the 'voxel container' script,so i was thinking of something like being able to choose colors in this tab and save it in a Pallete - wich could be something like 'color groups' that you create right in the Brush Color tab.
    Do you think something like this can be done?
     
    Last edited: Sep 9, 2015
  9. digiross

    digiross

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    Very cool asset. It may work perfectly for a new project i'm about to start. Glad you added explosions. Is the voxel explosion fade adjustable so that they stay longer?
     
  10. NanoidGames

    NanoidGames

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    Yes you can set it to minutes if you want, but basically it is just a simple behavior so you can even modify it so it would not disappear at all.. :)
     
  11. Rick-

    Rick-

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    I don't want to keep disturbing you,but what about the color palettes?
    I'm really looking forward to this! :)
     
  12. NanoidGames

    NanoidGames

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    I put so many effort into Voxelmax already, and it feels so good to get any kind of response to it.
    So it is not disturbance at all. :)

    I did not plan to implement it in the next release, but I will do my best to push it in somehow. (But I can not promise it.)
    But even If I do so I don't think it would be available for download before 25th of September.

    A new tutorial video about one of the new feature in the next video.
     
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  13. NanoidGames

    NanoidGames

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    Do you like it rick?
    The palettes are in human readable format, so you can edit them with notepad if you want.
    Of course it might be faster to do it with the editor itself.
    upload_2015-9-13_17-53-23.png
     
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  14. Rick-

    Rick-

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    This is looking GREAT,exactly what i'm looking for.
    Thanks a LOT for adding this,i'll purchase VoxelMax today and wait for the update. :)
     
    Last edited: Sep 14, 2015
  15. NanoidGames

    NanoidGames

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    I have sent the update for review. It will take around 5 days and you can try it. :)
     
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  16. NanoidGames

    NanoidGames

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    The new version is now available on the AssetStore.
    https://www.assetstore.unity3d.com/en/#!/content/39877

    Release notes (v1.50917):
    -Sprite animation support
    -Color palette in editor
    -Faster mesh rebuild after destruction
    -Redesigned UI
    -Integrated Tutorial videos(for some parts)
     
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  17. NanoidGames

    NanoidGames

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    VoxelMax is on 24h Sale!
    upload_2015-9-28_15-36-23.png
     
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  18. Eknoes

    Eknoes

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    VoxelMax looks really good, but is there also a way to add physics? For example that the house in your demo scene collapses when the walls are destroyed? That would be awesome :)
     
  19. NanoidGames

    NanoidGames

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    Not yet, but that is a planned feature. :)
     
  20. Eknoes

    Eknoes

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    Great! Just bought VoxelMax
     
  21. Eknoes

    Eknoes

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    I really like how you can destruct the environment with VoxelMax, but the framerate drops noticeably on impact.

     
  22. NanoidGames

    NanoidGames

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    AHH It would be so cool to have Pro version! :)
    Did you try to reduce the "Max particle count" on the bomb behaviour?
    (and maybe remove the physic and collider from the particle prefab)
     
  23. Eknoes

    Eknoes

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    Reducing the Max particle count helps a little bit, but still pretty significant spikes in the profiler.
    Also you don't need the pro version for the profiler anymore it's is included in the free version of Unity 5
     
  24. NanoidGames

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    Try it with "Un-optimized" buildings. There is a "Force Rebuild Mesh(Debug)" button in the editor which rebuilds the original mesh without the optimization.

    I forgot that if you want to destroy the models, than it is better to use their "raw" mesh format. Of course this way they will have much more polygons, but it is faster to rebuild the mesh after destruction.

    Anyway thanks for the information about the profiller, if I would have known sooner! :)
     
    Last edited: Sep 29, 2015
  25. NanoidGames

    NanoidGames

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  26. Eknoes

    Eknoes

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    Nice! Already feels a lot faster
     
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  27. Eknoes

    Eknoes

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    Is there a way to choose voxel size/resolution? Currently the only way seems to be to first scale the model up and then scale the voxelized model down when voxelizing a model. Would be nice to have an option for the voxel size
     
  28. NanoidGames

    NanoidGames

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    There is no other way, yet. Sorry.
     
  29. NanoidGames

    NanoidGames

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    I just sent a new version of VoxelMax for review.
    This version is going to improve the performance of the ingame destruction.
    I also fixed some minor bugs in the system, and introduced a new feature into the editor.
    This feature is able to make a solid object "hollow". Hollow objects might also help the performance during destruction.

    I also made a new video about the performance on Windows, Android and Windows Phone.


    The price will be increased to 20$, but probably you will be sill able to get it 15$ for next few days.
     
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  30. Guideborn

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    This is really cool, but I was wondering would there ever be support for non-voxel extrusions? I understand that might be unbecoming for what it's advertised for. lol.

    Thing is, I have animated sprites that I need extruded, but maintain the smoothness of the lines (they aren't pixel-based sprites). Been looking everywhere for a plugin that could do that!
     
  31. NanoidGames

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    It is just a bit too far from the base concept of the system. It would be easier to develop a new plugin for this task then modifying the VoxelMax's source to do it. :(

    But if you would like to see what the current system could do with your sprite, just send and example to me and I will voxelize it for you.
     
  32. Guideborn

    Guideborn

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    Alright I'll send examples that aren't owned by me, however they are handled the same way as mine. Contact you soon!
     
  33. NanoidGames

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    The new version just passed the review and it is available on the asset store.
     
  34. username132323232

    username132323232

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    Hi. This looks like a great asset, but does it offer any editing functionality beyond what Qubicle already has?
     
  35. NanoidGames

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    Hello.

    Qubicle is a complex software and if we would only talk about the editor functionality, then it would be really hard to compete against it. But VoxelMax also gives you the possibility of ingame destructible environments and mesh voxelization.
    (And I am not sure if Qubicle exports optimized meshes or not.)

    Anyway I will try to enforce the editor functionality in the next update(probably this year), with better brushes and probably with some mirroring/transformation capability.
    I am also working on some physic simulation, but I am just not sure when it will be finished. If I would succeed with that, then the system could calculate bridge builder like thresholds for the voxels on demolition. So the buildings could collapse if they would sustain too much damage.
     
  36. username132323232

    username132323232

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    Thanks! Mesh voxelization sounds like a super-cool feature. Do you offer a free trial by any chance?
     
  37. NanoidGames

    NanoidGames

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    Sorry, but I think the asset store does not have any way to give out trial version of an asset.
    If you are thinking about buying VoxelMax, just watch videos and read the comments on the asset store.
    I would not say that VoxelMax does not have any issue/bug, but I try to fix them as soon as possible after the report.
    And for any further questions, I am more then happy to help you. :)
     
  38. NanoidGames

    NanoidGames

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    Just to show that I am alive, and I am still working on VoxelMax. :)
    Status Report:
    -Improved serialization (Now it should be much faster to create voxel models from prefabs during gameplay)
    -New Pen/Brush tool
    -VoxelBomb now has the ability to instantiate a gameobject on explosion. (for example particle effect)

    Probably I have about two more weeks of work until the next release, But here is a picture about the new brush tool.
    upload_2015-11-17_17-22-31.png
     
  39. NanoidGames

    NanoidGames

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    Just another picture for the new brush tool.
    upload_2015-11-25_20-55-32.png
     
  40. Tomo-Games

    Tomo-Games

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    I have to ask will there be any love for Unity 4 users? Upgrading all to Unity 5 is still far off at this point.
     
  41. NanoidGames

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    I think probably it should work in unity 4, but I am going to test it in the weekend. (Or sooner if I get some free time.)
     
  42. NanoidGames

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    I had some time today, and I checked if VoxelMax would run on Unity 4 or not, but sadly enough there are just to much differences between Unity 4 and 5. Of course I could fix these issues with a bunch of #ifdefs, but If I would ever sell such a version I would have to support it on the long-term. Which would be an issue since the supporting duties already starts to slow down the development process. I hope you are going to understand this, Sorry. :(
     
  43. Tomo-Games

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    For the time being I went with PicaVoxel. It seems to support Unity 4.6 up to a point.
     
  44. digiross

    digiross

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    I've been considering developing a voxelized rpg and was wondering if you can create an item and then scale it down (basically for better resolution), I'm wanting the flexibility of voxels but better detail. And can each item be scaled seperately? Are the objects created saved as individual files say for importing into multiple projects?
     
  45. NanoidGames

    NanoidGames

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    Yes you can scale the models so you can get details even on small objects.
    The objects in voxelmax are simple gameobjects, with texture, material and a voxelmax specific behaviour.
    So you can move them into other projects by exporting them into assets.
    Also voxelmax have importers and exporters, so you can export your models into simple files.
     
  46. digiross

    digiross

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    Thanks, sounds good.

    Importers for MagicaVoxel? Qubicle?
     
  47. NanoidGames

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    There are importer&exporter for MagicaVoxel and Qubicle.
    And there is also a .obj exporter, of course you can try to voxelize any 3d object in unity.
     
  48. NanoidGames

    NanoidGames

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    Check out the new upcoming feature. :)
    Within 1-2 month voxelmax going to have some physic simulation, so your destructed building can really fall apart.
    Right now I do my first tests of the new system, to measure what other features should I implement in the first version.
     
  49. kane_253

    kane_253

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    Hello, i was wondering is VoxelMax currently supporting WebGL platform?
     
  50. NanoidGames

    NanoidGames

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    Hello,
    Sorry but I have to say that Voxelmax does not support html5 version of unity.Because as far as I know javascript has no threading support and Voxelmax really need threads to archive the necessary performance.So even if I would try to remove the threads from it, it could hardly be fast enough.