Table of Contents
This is the archive for asset creation pipelines that I’ve used when working on games.
Voxel Character Pipeline
Voxel character pipeline I designed to use for a wrestling sim I wanted to make.
- Make character model in MagicaVoxel
- T-pose

- Export character model as OBJ
- Zip contents of export (obj, mtl, png)
- Upload zipped file to Mixamo
- Set auto rigging points

- Lower detail on skeleton
- Fingers not required for voxel character, use 2 Chain Fingers(41)
- Download the rigged model in T-pose
- Use model in T-pose as model basis for character prefab
- Search for desired animations on Mixamo
- Download animation files as FBX
- Import into Unity
- Original material asset from the OBJ exported from Magica Voxel will also need to be imported into the project
- Uncheck option where it rescales the model to 1/10 the size

- [Optional] Create a ragdoll using the following settings
- Ragdolls can also be created using the Ragdoll Wizard & Puppet Master tooling
- Leaving the details of bone mapping here for reference

- Build animation controller to control triggering of imported animations

GB Studio Assets
How I created the assets and animations for Shooting Star Story.
Sprites
- Used Libresprite.
- Using only the four colors on the following palette from GB Studio
- Create sequence of animation frames for character

- Export frames as a single horizontal strip PNG.

- Move the sprite sheet into
/[GB Studio Project]/assets/sprites/- NOTE: Putting incorrectly formatted assets into the sprites folder can cause GB Studio to fail to load projects.
- Details on using the GB Studio sprite editor can be found here.

Backgrounds
- Background palette from GB Studio is linked here.
- With Title Screens you can create them as a single image in GIMP or Libresprite.
- Screen dimensions: 160w x 144h

- Large single images will also work as backgrounds for levels with minimal complexity
- For Shooting Star Saga, I drew the background as a single image in Libresprite
- GB Studio will handle tiling and placement automatically

- A better option for backgrounds is to generate a tile sheet and assemble the background in Tiled
- Individual tiles generated in Libresprite
- Allows for greater control over tile usage than having GB Studio dissect a single image background

