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Asked By
JoaoCesar
Old Version
Published before Godot 3 was released.
Hi there!
I’m creating a game in which I’m using 3D sprites to form objects’ faces. It’s a voxel based game so a bush, for example, looks like a cube/dice.
Is there a more efficient and easy way of creating this cube based objects? Because mine are getting jagged edges and I’m affraid of the high amount of 3D sprites that will be rendered in a single scene.
I’m not a 3D expert so I don’t have enough knowledge right now of how to correct import models from Blender and set the textures correctly.
And even if I was, the visuals I see of most of voxel games around are not what I want.
So every cube is made of six 3D sprites? That’s very inefficient. I don’t think there is any way around it. You should use a 3D cube (even that is not very efficient without other optimizations). There is already a base cube mesh in Blender so you have to only unwrap it and unwrapping simple cube is pretty easy. You don’t have to be a 3D expert. I also don’t belive there is any visual difference between voxel made of 6 opaque 3D sprites and 3D cube.
Hey, GlaDOSik! Thank you so much for answering.
I guess you are right. I’ll try to texture each face with a full rendered artwork. What I don’t want is to use baking techniques, if it makes some sense.