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Convert 3D models to voxel models with Voxtool
By NGNT
Make detailed voxel models in seconds with Voxtool - I'll show you how in this guide!
   
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Introduction



VoxTool is a utility program that takes a 3D .obj mesh, together with textures and normal maps, and converts it to a vox file which can be used for modding Teardown.

Converting a model to a vox file is required for use in Teardown. With Voxtool, the process converts your pre-made .obj model into a fully-detailed voxelized version.














Installation
Getting Voxtool
Get Voxtool by clicking here[teardowngame.com]
Otherwise, visit the official page here[teardowngame.com] and scroll down to find the download link.

There's no need to install it. Just unpack the files into a directory of your choice and run it.
Model requirements
Voxtool only converts .obj files into .vox files. For other model files, you'll need to convert those into a .obj file using another program before you can convert them.
Keep note of where you store all of your models and textures as these paths will be needed in the next sections of this guide

Making models:
You can make your own models, which requires knowledge of making models from scratch in a modelling program like Blender.

Online repositories:
If you don't want to make your own models, or don't know how to but just want to start converting things, you can find all sorts of .obj files online, for free or for a price. Be aware of licensing and copyrights!






Luma AI:

Alternatively, you can use AI to make models in seconds using Luma AI's Genie feature:
Luma AI[lumalabs.ai]

Enter a prompt in the text field and see your creation in full 3D. All models created are downloadable and comes with all textures needed in a simple .zip file. Unpack in a destination on your hard drive.
*By using Luma AI you understand that it's by your own accord, and you understand it's not affiliated with me/Teardown/Voxtool.
*Luma AI has not been endorsed by Teardown or Voxtool.

Getting started
Open the folder to where you unpacked Voxtool. Launch the program by double-clicking on the .exe file. You'll be welcomed with a GUI that looks like this:
























It opens on the Terrain tab. For converting models, we want the Model tab. Look at the top of the GUI and select the Model tab, and you'll see this screen now:
























On the next page we'll go over what the required text fields do and how to set up the GUI to convert.
Using the converter
The GUI contains text fields and options that you need to manipulate in order to correctly convert your model. Not all fields are required to convert your model, so we'll go through only the required ones.











Input Mesh
- Input file: this is where you'll select your .obj model to convert. Let's select your model right now to unlock more text fields in the GUI.
Click the three dots on the far right of this text field to open a popup window. Locate to where you've stored your .obj model on your hard drive. Double-click the .obj file for your model or select it and click "open". More text fields will show now:
- Swap YZ: some models convert sideways in magicavoxel. Setting this to true will convert most models upright in magicavoxel.
- Uniform scale: sets the scale of the "Size in voxels" field below. A higher scale value will make your model more detailed.
- Size in voxels: the size of your voxelized model. Do not exceed a dimension of 2000 voxels (magicavoxel limits) or else your converted model will be cut off.








Output Vox
- Vox file: the name and output path of your voxelized model. Select the three dots on the far right side of the text field to choose a directory to save your model.




















Materials
- Texture: the location of the texture for your model. If your model doesn't have a texture, erase the text in this field and leave it blank.
- Material: drop-down menu of materials to choose from that you want your model made out of (wood, metal, plastic etc).
- Num colors rows: how many color rows your model will take up in magicavoxel (1 row = 8 colors, 29 rows = 232 colors). More color rows generally increases the detail of your model.









Solid Fill
- Enable: if true, your model will be filled in with solid voxels in magicavoxel in the material that you choose below;
- Material: drop-down menu of materials to choose from for solid fill.
*note: your model must be fully closed or else the voxel area will be filled in instead of your model interior and you'll end up with a large block of voxels.
If this happens, re-generate with this set to false. In magicavoxel, close your model and flood fill as an alternative.








Generate
If all of these settings are tuned to your liking, you can hit "generate" right now and wait for the conversion process to complete (takes seconds). See the new vox file in the directory you set in Output Vox:











Open the newly-created vox file that Voxtool just made for you:














You've just made a model that's Teardown-ready! Hooray!
Troubleshooting









Cause:
Solid fill is set to true, and your solid fill material and model material are different; or, there are no more color rows available for your solid fill material because you're using them all in "num color rows".

Solution:
Set the same solid fill material as your model material, or lower your "num colors rows" setting enough to make room for your solid fill material.
Tips and tricks
It's okay if your .obj model doesn't have any textures/normals/bump maps. As long as you have its required .mtl file in the destination as your .obj model, your file will still convert with colors.
Models without textures are usually designed to be flat-colored and not intended to be detailed, which is still perfectly fine to convert.
If loading one of these models and more than one material field appears, leave all texture fields empty and select everything else accordingly.
FAQ
What about all of the other fields and options to change?
Generally not needed just to make your model. However, they can be used to fine tune how you want your model to be detailed.

How big can my voxel model be?
It can't exceed a dimension of 2000 voxels.

Can I convert a model that's in a different format other than .obj?
Nope, but you can usually convert various model formats to .obj first, and then they'll be usable.

Is Voxtool a 3rd party program?
No, it's made by Teardown. Copyright 2021 Tuxedo Labs (info@tuxedolabs.com)

Is Luma AI a 3rd party program?
Yes, it's a 3rd party website. By using Luma AI you understand that it's by your own accord, and you understand it's not affiliated with me/Teardown/Voxtool.
Luma AI has not been endorsed by Teardown or Voxtool.
Conclusion
Using Voxtool is a phenomenally quick and easy way to throw out models for Teardown. When you get the hang of using it, you will be able to tune it how you want.
While there are other ways to convert a .obj model to a vox file, with Voxtool, it's pretty flawless, and saves you hassle with using more complicated ways such as command line or blender.
























12 Comments
Chazbrew Jun 23, 2024 @ 12:35pm 
@NGNT this needs an update! There's a newer version of VoxTool with some more and different options!
RUFU5 May 31, 2024 @ 8:32am 
I've also figured out how to get source .mdl files (Half-life 2, Counter-Strike Source, Half-life Source models and any other Source game) into .vox files!
BLkTai Mar 30, 2024 @ 4:31pm 
hmh :steamthumbsup:
s3nsai_sayzy Mar 28, 2024 @ 1:04pm 
имба
Murdoc Mar 28, 2024 @ 6:34am 
This VoxTool thing is pretty rad
RUFU5 Mar 28, 2024 @ 5:35am 
He sure is
NGNT  [author] Mar 28, 2024 @ 5:32am 
Awesome. Gerald is a good octopus
RUFU5 Mar 28, 2024 @ 5:30am 
Yes lol haha
NGNT  [author] Mar 28, 2024 @ 5:29am 
Lol, is Gerald the octopus?
RUFU5 Mar 27, 2024 @ 11:12am 
Gerald is happy you used his face in the Introduction!