So I looked, and it seems that there are only voxel engines for generating terrain, not creating it by hand.
I haven’t ever done anything voxel based, even outside of Unity. So I don’t exactly know how the rendering is done, and therefore how I can create voxel terrain (what method to use). I tried looking around to help me understand how it works, but didn’t find anything particularly helpful.
I’m stuck in-between really professional and qualify voxel generation engines, and outdated tutorials that use Unity’s “cube” object as the terrain, and place each one individually (which I know is a horrible idea, both in terms of time and processing).
Does anyone have any tips or pointers on how to actually make a voxel based terrain and render it efficiently, rather than generate one with code?
The closest thing to a solution that I could find, was the “Remesh” modifier in Blender. However I need both the terrain and objects (which I will place individually), to be made up of evenly scaled voxels. And I think making the terrain and objects in different software will cause the scale to be different, and therefore difficult to work with.
I know of a lot of voxel modeling software, but none of them seem to be meant for hand-painting large terrain.
And just to clarify. I only need to make a terrain in voxels by hand, and that’s it (and also have it be easy on the rendering/processing). I don’t need the terrain to be destructible, or stuff be placed on it. I just need a quicker way of making a custom terrain than building it one voxel at a time.
To clarify further, I would need a way of being able to set the color of each voxel individually (not one by one, but being able to specify a color for each voxel). But if it means the whole process is going to be either a whole lot more difficult or time consuming, then not so much.