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Qubicle voxel editor tutorial
Qubicle voxel editor tutorial













qubicle voxel editor tutorial qubicle voxel editor tutorial

Here you see the size of all 3 dimensions related to your “workarea” in Voxel. Once you click on the icon, the following dialog will open up (for sure the numbers might look different -): You can open the related dialog via the toolbar, once you have selected your model (otherwise it is grayed out): What we need is the function called “Stretch”. However, if you do not want to wait and would like to arrange all your models in Qubicle (and not export it to another program where you can play around with the sizes), there is a feature in Qubicle which will be of help. I guess that modders will be able to do the same once the game is out. in the Trailer (minute 0:40), when the monster enters the scene. Our friends from Stonehearth seem to simply scale their models up, as you can see e.g. It looks too detailed with all that Voxels and almost curves. This model I have developed to fit in size to the model of a standard dude:Īpart from the fact, that it does not yet look like a boat (^^), you might recognize that it does not feel right. Let me use my actual model, a boat, as a showcase. However, if you use a lot of Voxels, the final product does not look right anymore and might not fit to the art of Stonehearth. If you have a larger model, you typically need more Voxels to design it. I am working at the moment on a model which is a bit bigger and encounter an issue, which you might also face (maybe already did).















Qubicle voxel editor tutorial