Hi, i’m trying make a voxel game.
and i’m no idea on how to make a cube like this one
what i do now is create a cube in scene and change the color, but how could i make the cube look like more smooth?
also like the second image, you can see the tree (purple part) is made by 3 cube,
so if i made a cube prefab which have a smooth edge( in mesh) , when i use that cube to build the tree , there should be some groove between each cube .
apparently that’s not right.
so any idea how to do it?
thanks
You could calculate smooth normals for the mesh, but input them as vertex colors, and use a gradient to shift between that and the original normals. Or another way is to create a normal atlas texture with all possible normal combinations based on neighbour cubes for faces, and make a script figure out which part of it to use and input it as uv, but this I don’t recommend, simply for it’s complexity.
“Or another way is to create a normal atlas texture with all possible normal combinations based on neighbour cubes for faces, and make a script figure out which part of it to use and input it as uv”
That is what I’m trying to do for my own project. But I must ask if it is any different than entering UV coordinates for albedo texture. Because built-in materials does not provide any sprite-sheet functionality for normal maps.,“Or another way is to create a normal atlas texture with all possible normal combinations based on neighbour cubes for faces, and make a script figure out which part of it to use and input it as uv” that’s what exactly I need to achieve for my project. Any ideas how to do that?
@peter226