

Hexels 2 import into gaming engine software#
I bet this is going to change the industry and it’s starting to make a lot less sense to use expensive software like maya and such as blender is able to do it all and now even without setting fire to the computer and killing half your neighbourhood in the process. I never thought i would say this, but that is pretty intuitive behavior. They did change a lot of shortcuts though, there’s no more ctrl+alt+shift+c to get the fricking object in the center.Īlso a few other shortcuts that doesn’t work for me, but the thing is that now i can simply right click the object, select origin from the menu and you get all the options you need.
Hexels 2 import into gaming engine 32 bit#
I did open that model and simplified it in meshlab with no problems, just took some time to load, but i assume meshlab is a bit more suitable for those sorts of tasks and it’s also a 32 bit software so it cannot use more than 4GB RAM. The beta seems to be very stable and i haven’t had any problems except for when i tried to import a 100 million polygon model. The only problem with this though, is that most of the tutorials on youtube are made for previous versions and does not translate well to the new gui, but i guess that as soon they release the stable version we will be seeing a lot of tutorials popping up. I am now a Blender user, still in beginner state, but i actually have fun using it, not like the previous versions where i just wanted to throw my computer out the window every time i opened Blender. The interface is now pretty intuitive and things i spent lots of time trying to figure out on 2.79 is now easy as that and you don’t have to remember all those weird shortcuts.

Or if we could export "mesh" info so we could render like Hexels in our game engine it would be SUPER DUPER.I just recently downloaded Blender 2.8 Beta and it is pretty mindblowing how much it has improved since last version. If anyone had success using the tool for actually creating in game ready isometric tile assets, let us know. Which would be really really good! However, there doesn't seem to be way to extract any info to reproduce the same polygon mesh inside say Unity. I can actually render the image using the same rendering technique as Hexels. Perhaps the tool is only good for mocking up some concept arts. I am not sure if I was asking too much initially. I guess this is because each grid is like a vector, and they are drawn in Hexles using (probably) polygons so exporting such image into say 32x32 pixel image isn't going to produce game read - pixel perfect snapping assets. This is especially true for things like background tiles such as ground or walls etc. I have tried to export the drawing with 1:1 without anti-aliasing to see if it can be done, but it simply was not "accurate" enough in pixel wise to be able to use them to snap each other to create in game usable tiles. But other than actually using square grid pixel mode to draw them just like any other pixel drawing tools, using so called "isometric" friendly mode (I forgot what that name was) to draw the isometric drawing didn't really helped much.

I was kinda hoped to be able to use Hexels to draw in game usable isometric tile sets for my game.
