Make your model in Qubicle -> export it as .fbx, unoptimized (we need the extra geometry to bake proper Ambient Occlusion) with vertex colors.
Load the model in Modo, select all the different colored voxel faces by hand and save the model as an .obj (why? Because it seems only then does Unity recognize the different materials from Modo’s FBX2013 and creates correct submeshes with their corresponding materials on them).
Open Unity, open the Mesh materializer plugin “AO Generator” and bake the Ambient Occlusion into the vertex map, select the correct Materials and shaders (in my case UNO shader unlit) and then save that to a prefab.
Rinse and repeat for every model I have.
The result looks good though, Dolores agrees.
There is no voxel application to date which bakes nice Ambient Occlusion to vertex maps while also optimizing the parts of the mesh untouched by that process.
This means the final mesh is either totally unoptimized, speaking of like 2000 verts for the model in the image above or you can just leave out the AO, because on an optimized mesh with less geometry, the maps will just look horrible.
Qubicle, Magica Voxel, all the same. So I guess that leaves me with a lot of handy work in the near future.
Super space benefit here: The two separate materials can be colored differently and on the fly in-game.
This means I keep the ability to change the colors while also vertex baked AO – before (and in the current release right now) the color change is done by on-the-fly lerping all vertices color values towards a new value.
Sound super expensive but worked incredibly well. But the thing is: If you touch the vertex values on the fly, you kill the AO bake with the first color change, so not working here. I tried to change the color in other ways, but it was all to complicated. This workflow is super clean by comparison.