Importing an image as a texture
From MagicaVoxel Community Wiki
- This tutorial will explain how to
- edit an image so it can be imported in MagicaVoxel
- import a new color palette to correctly display that image
- import your image as a new MagicaVoxel object
You can of course use any other program you'd be more familiar with.
This tutorial may be easier to follow on a computer.
Edit an image before importation
Choose a texture example
- Let's browse, for example, texturex.com and choose a simple wood plane surface like this one.
Download the small version: 640 x 427 pixels (px).
Open the image in Gimp (if you get a dialog window about the color profile, click
The software's interface may seem complex, but don't worry, every step needed will be explained.
- To be able to import it in MagicaVoxel, we need to:
- change the image's resolution
- decrease the number of colors
Why resize the image? Because each MagicaVoxel object cannot exceed 126 voxels in any dimension.
As each pixel of an imported image fills 1 voxel of a new object, we need to resize down our image so its biggest dimension will be less than 126 pixels.
And why decrease the number of colors? Because the image we use has a color depth of 24-bit (RGB), which means a color palette of more than 16.7 millions colors.
MagicaVoxel's Model editor works with a color palette of 256 colors. Lowering the color depth of our image allows to precisely control its render, as each color will have an equivalent in MagicaVoxel's palette.
Change image resolution
- Then choose these settings:
Decrease the number of colors
- Then, we'll choose:
Generate optimum palettewith a maximum number of colors of
Remove unused and duplicate colors from colormap
The number of colors can be changed depending on:
- the texture quality you need
- the amount of palette colors you want to reserve for this object in MagicaVoxel
- We need now to save this image in PNG format.
File / Export Asor CTRL+SHIFT+e and choose your filename and saving location.
Be sure to add a
.pngextension to your filename and click
Exporttwice (leave the default settings).
Import a new MagicaVoxel palette
- Now that our texture file is resized and color optimized, we can easily create a new palette:
- Activate the 3rd palette index
- RButton drag your texture file and drop it over the palette cells
Note how the palette is entirely updated, and how colors
index:16are replaced by the exact number of color we chose in Gimp.
Import an image as a new object
- For this final step, we have:
.pngimage of less than 126 pixels wide, a.k.a. our texture file
- that texture file color depth equal or less than 8-bit/256 colors (4-bit/16 colors in our example)
- MagicaVoxel color palette ready and matching exactly our texture file colors
- switch MagicaVoxel in World editor mode with TAB
- RButton drag your texture file and drop it over the world window
Note how a new object of
64 x 1 x 43voxels (x/y/z) has been added to our project.
You can also drag and drop that texture file in Model editor, but it will resize the active object according to the texture resolution, and replace all existing voxels in that object.
Pros and cons of this technique
Should you consider using this kind of texture import?
- YES, if you're beginning a new project, and need a color palette close to an existing reference (portrait, movie scene, landscape, etc.)
- YES, if you're planning to use small flat elements or patterns you don't want to model from scratch, and which share the same palette
- YES, if you use imported images as proportion canevas (like top, front, side silhouettes), don't change your color palette, and will delete these objects after use
- NO, if you're at the end of your project, with palette and materials already ordered and assigned
- NO, if you need bigger textures than 126 px wide, i.e. for a ground map - use Zarbuz's FileToVox instead!
- NO, if you're afraid to micro-manage your colors when importing objects like editing your palette file manually
- Color depth on Wikipedia