PhotoVoxel v0.1.1 Release !!!

Hello there!  We released a new Beta version of PhotoVoxel, v0.1.1, and we added new release notes: Technical improvements (we fixed crashes, bugs, we reduced the consumption of GPU, improved stability and we fixed little imperfections)Added settings of the world object, to manipulate enviro map properties (you can rotate your enviro map in properties of the world, you can also change the intensity of the lighting generated by the enviro map)Mouse can rotate the enviro map in the viewport (alt + RMB)Customizable viewport background-colorScreenshots and animated gifs from the editor. You can go…continue reading →
Devlog#5 – New PhotoVoxel viewport with PBR and HDRI lighting.

Devlog#5 – New PhotoVoxel viewport with PBR and HDRI lighting.

Hello there! We found that our current Viewport does not give enough immersion or satisfaction. So It was time to say goodbye to it. We needed a completely new viewport approach meeting the following criteria: We wanted it to be efficient and to offer all the goodies that Photo Mode offered during the voxel edition but in real time and with no additional windows, so we can replace Photomode as well.We needed PBR Materials so precise, that after export they would be 1: 1 compatible with those used in other PBR engines such…continue reading →
Devlog#4 – Procedurals & Library

Devlog#4 – Procedurals & Library

Hi there! Today I would like to show you about fresh & juicy features, just created in PhotoVoxel. There are two: Asset Library - Allows you to quickly organize your voxel prefabs in your handy library, which allows you to drag&drop into it the scene outliner and then, drag&drop previously added assets into the scene.Procedural objects - which makes possibility to create your voxel assets directly from C# script. Library Often in your work flow, you will find cases, when something needs to be used more than once. To achieve this, the library…continue reading →
Devlog#3 – Photo mode

Devlog#3 – Photo mode

Greetings everyone! Today we will talk about a new, interesting feature of the PhotoVoxel editor, called "Photo Mode". Photo mode viewport, visible in the top right area of PhotoVoxel What is exactly is photo mode? Sometimes, when you are working hard to make your assets awesome, there is a moment, when you would show your work to someone, but in the standard PhotoVoxel viewport, it looks like the "preview" because standard viewport is optimized for editing, not for final presentations. Then, two options are available, either export 3D mesh of your asset to…continue reading →
Devlog#1

Devlog#1

Today I would like to introduce to you some new features, that we are currently working on. But before we start, let me summarize what we have developed so far: Layout systemPBR Material support (including metalness, roughness and emission)Material palettes, including history palettes (allowing to switch back to previously used materials)Customizable toolboxPhotoVoxel file formatBasic drawing tool systemAnd many, many small features, that should make your work easier PhotoVoxel - Asset creation process Voxel selection and transformations As I mentioned above, there are some new features, that are being developed right now. Namely, we…continue reading →

Background

Work on PhotoVoxel began in 2020, but its earlier incarnation dates back to 2014. PhotoVoxel's predecessor was called PVE “Psycho Voxel Editor” and it was designed for Voxelfield, the game we were working on at the time. Due to very little resources, we needed a tool that would facilitate the creation of a large amount of Voxel content in a short time. It may seem that such simplified graphics will be very easy to make compared to traditional 3D graphics,however it turns out that creating Voxel game-assets in a standard way is very…continue reading →