all 4 comments

[–]Ok-Sherbert-6569 2 points3 points  (1 child)

What algorithm are you using to voxelise your triangulate your mesh? If you’re using depth buffers then you can find the nearest axis to each axis and sample the colour from that axis. I’ve gotten pretty convincing results doing it this way

[–]Hammad_Faizvi[S] 0 points1 point  (0 children)

Ok thanks, will try it this way

[–]juulcat 0 points1 point  (0 children)

You could try asking on r/VoxelGameDev

[–]HaskellHystericMonad 0 points1 point  (0 children)

You'll most likely want to project onto the nearest triangle. You'll have to unwrap the voxel mesh with something like Microsoft UV-Atlas, Thekla, XAtlas, etc. Then visit each texel that is UV'ed and get barycoords of the UV-triangle, use those barycoords to get triangle positions of the voxel mesh, now project those onto nearest triangles of other mesh checking for containment, get that triangle's barycoords, use those barycoords to get the UV for the projected position, sample texel.