Yoshi
Headmaster of Console Warrior Jugendstrafanstalt
Though I am continuing work on my SRPG, progress has been a bit slow, because now that most of the programming is done, I was always thinking about how to realise a 3D platformer, so I decided to further split up my limited ressources into two projects and to start programming a 3D platformer as well. This has the added advantage that a good friend of mine is really, really hot for that as well and has numerous ideas for level creation, so I can actually concentrate on programming for quite a while and do not have to focus on level design too much (though I also like to do that, it takes alot of time for me to come up with fun ideas). I've first worked on the two things most important I think, character physics and camera system. I have actually decided to not use anything premade in Unity, in order to have full control over everything, because I have often experienced some issues with 3D projects made in Unity as a player myself.
However, so much for the background, now my actual question: Is there any good and easy to use (for a non-artist) Voxel-editor to create Unity models, preferrably a free one, that you can recommend?
I really don't want to delve into the whole 3d model creation too much, though I would still like to have a nice look for the game that I can realistically achieve. So Voxel art springs to my mind as an obvious way to easily model game characters and level elements that should also be reasonably efficient, because I would like to put the game on Switch (if Nintendo permits), Xbox One and Wii U, and I really don't want any performance issues on either platform at all. Currently the game is using just cubes as characters and is running very fluidly on Wii U, so I hope to be able to keep up that performance, get a reasonably nice looking game and not to delve into complicated modelling.
I thought I'd just quote myself here, because I reconsidered this after making one Voxel character and seeing that it looked considerably worse than what I could make in Sculptris (other than crashes on saving really nice and intuitive program!) and still required way more polygons. My duo of main characters is now done, as well as the camera (sans collision detection) now I can focus on collision detection for characters and camera, before building a level editor. One question though: I am using models that only have very primitive textures, oftentimes no textures, but just flat colours. However, the Unity lighting makes them look all shiny, is there an easy way to get a more, let's say modest lighting like for instance in Mario 64? The game gets a bit of a PS2-era esthetic through that plastic look, but I'd probably prefer a more N64-looking look.