Qubicle is a professional voxel editor that enables you to easily design charming 3D models with a unique blocky style. Big hits like Crossy Road and Shooty Skies were made with this tool. Qubicle features everything you need to conveniently and quickly create 3D models at an affordable price.
Qubicle 3.0 is a voxel editor that enables you to easily create 3D models with a unique blocky style. The software was just launched on steam and comes with a 3D printing function. So if 3D modeling & 3D printing in voxel style is your thing, this software review is for you!
So did this voxel editor catch your eye? Then you should visit the Steam page of Qubicle and learn more about this fantastic software. If you want to learn more about 3D modeling in general, take a look at our lift of the top 9 free & beginner-friendly 3D modeling programs here, or check out the 25 most popular software packages in the 3D printing community.
Voxel Editor: Build tiles, objects, and characters from 3D pixel blocks (i.e. voxels) and easily animate them with the editor's frame-based, stop-motion animation system. Importing from MagicaVoxel (.vox) and Qubicle (.qb) is also supported.
Visual Scripting: Set up and trigger in-game events with the visual, node-based script editor. Simply drag and drop the desired actions (no programming knowledge required), or manually code "quick scripts" using the custom, Lua-like scripting language.
This tools work the same way as a 'Replace All' in a text editor, but with materials. In other words, when replacing, every voxel in the world with the first material assigned is assigned the new material.
Camera controls are enabled in Movement mode (input trapped). In other words Movement mode gives you control of the camera: you can move around in 3D using the mouse and keyboard. To engage Movement mode click and hold the right-mouse button. Alternatively, press Tab to toggle between the Menu mode and the Movement mode. The camera controls in the voxel editor are similar to a first person shooter FPS game in zero gravity without collision nor inertia.
Further positioning relative to the anchor. These values are in the same coordinate space as the editor so if you draw a character facing the camera, then using X = 5 will shift the animation 5 voxels to the right (the character's left), and Y = 5 will shift it infront (towards the camera). Z = 1 means down one voxel. Checking 'Rotate With Actor' will cause X & Y to be rotated according to the host actor's current facing angle. 2b1af7f3a8