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About Foxel โ€‹

Foxel is a voxel editor for building, animating, and exporting voxel-based content.

It is designed for artists, developers, and technical users who want more than a simple paint-style voxel tool. Foxel combines direct hands-on editing with a structured asset and scene workflow, making it suitable for both small experiments and larger production-oriented projects.

What Foxel Is โ€‹

At its core, Foxel is a tool for working with voxels as real project data.

You can use it to:

  • create voxel models
  • build scenes from multiple objects
  • paint with indexed colors
  • apply physically based materials
  • assemble reusable content with Prefabs and Minis
  • animate objects and cameras
  • render stills, turntables, and image sequences
  • export your work for use in other tools and engines

Foxel is not limited to placing colored cubes. It is built around a broader workflow that includes scene composition, reusable assets, Prefabs, Minis, materials, rendering, and automation.

What Makes Foxel Different โ€‹

Foxel is built around a few key ideas.

A broader voxel workflow โ€‹

Foxel is not just for drawing voxel shapes. It supports a wider workflow that includes scene building, reusable content, animation, rendering, and export.

This makes it useful not only for creating single models, but also for building complete scenes and production-ready assets.

Shape, color, and material are separate โ€‹

Foxel separates voxel shape, palette color, and material data.

That gives you more control over how assets look and behave, and makes it easier to refine appearance without rebuilding the underlying model.

Reuse is part of the workflow โ€‹

Foxel is designed for reuse as well as creation.

  • References let you reuse assets from the current project inside a scene. This makes it easier to build larger scenes without duplicating the original asset data.
  • Prefabs let you save and reuse 3D content.
  • Minis let you save and reuse 2D content.

Together, these systems make it easier to assemble scenes, create variations, and work more efficiently with repeated content.

Who Foxel Is For โ€‹

Foxel is a strong fit for users who want a more capable voxel workflow without moving to a full general-purpose DCC for every task.

That can include:

  • voxel artists creating finished models or scenes
  • game developers preparing stylized assets
  • technical artists building reusable content libraries
  • small teams that need a more structured voxel pipeline
  • advanced hobbyists who want deeper control over materials, assets, and export

Foxel is especially useful when you want to go beyond quick one-off models and build work that is organized, reusable, and ready for further use.

What You Can Create โ€‹

Foxel can be used for many different kinds of work, including:

  • game props and environment assets
  • characters and creatures
  • tilesets and modular asset kits
  • reusable Prefab libraries
  • scene-building workflows with Minis
  • animated voxel scenes
  • turntables and showcase renders
  • source assets for game engines or other pipelines

Some users may use Foxel mainly as a modeling tool. Others may use it as a central workspace for larger voxel projects. Both approaches are valid.

A Different Learning Curve โ€‹

If you are coming from a very minimal voxel editor, Foxel may feel broader at first.

That is because Foxel includes several systems that simpler tools often do not emphasize as much, such as:

  • projects and assets
  • scenes and object hierarchies
  • palettes and materials as separate concepts
  • Prefabs and Minis for reuse and placement
  • rendering and presentation tools
  • scripting and automation features

The goal is not to make simple tasks harder. The goal is to give you room to grow without having to leave the tool as soon as your work becomes more demanding.

How to Approach Foxel as a New User โ€‹

The best way to start is to treat Foxel as four layers:

  1. Voxel editing โ€” drawing, erasing, painting, and shaping voxel content
  2. Scene work โ€” selecting objects, arranging them, and adjusting their properties
  3. Reuse workflows โ€” working with Prefabs and Minis
  4. Asset workflow โ€” organizing projects, assets, and reusable content

You do not need to master all of that at once.

Start by editing a Voxel Layer, then get comfortable with colors and materials, and only after that spend more time on scenes, Prefabs, Minis, rendering, animation, or scripting.

Foxelโ€™s Goal โ€‹

Foxel aims to make professional voxel work more practical.

That means combining:

  • direct and satisfying voxel editing
  • clear project structure
  • reusable content workflows
  • modern material and rendering workflows
  • export and pipeline support
  • room for both artistic and technical work

In short, Foxel is built to help you create voxel content that is not only fun to make, but also usable in real projects.

Where to Go Next โ€‹

If you are new to Foxel, continue with these pages: