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Making money with voxelling
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Mortecha
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Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Thu Oct 08, 2009 10:51 am    Post subject:  Making money with voxelling Reply with quote  Mark this post and the followings unread

Well I want to let the cat out of the bag on this one so that voxelling will stick around as a viable source of graphics. It would be a shame to see the voxelling tallent derived from modding TS and RA2 disappear for good in the future.

For the past 7 - 8 months I have been looking into ways of using voxels in avenues other than just modding TS and RA2, some of which have financial gains attached (presuming the voxels in the first place are your sole works).

The main way you could do it is to use voxels to make pixelated sprites reminicent on the 90's era sprites which you can use to develope your own unique artstyle. The best form of these sprites is to keep them isometric and make your own games with flex, flash or your own indie. Hell you can even use them in a 3d engine like the the developers of GTA 1 and 2 had done with their cars if you like. I think voxels produce better results than 3d models for this application, though you are all welcome to your own preferance.

Here are acouple of examples I have made up using 2 of Longwalls tanks. The limits are only dependant on your imagination and there are no constraints by the TS/RA2 game engine and the renders it makes of the voxel.

I will leave you to figure out the rest....













I am interested to know what peoples thoughts are on this matter.

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partyzanPaulZy
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Joined: 03 Nov 2007
Location: laptop? ... otherwise the Czech Republic -> south Moravia Posts: long int Posts;

PostPosted: Thu Oct 08, 2009 12:37 pm    Post subject:   Reply with quote  Mark this post and the followings unread

Interesting.

I've been also thinking about further using of voxels, voxels can be used to show realistic destruction
(how has been done with terrain in the Crysis).

Imagine this situation:

1) it's some sort of FPS game
2) you have some modern tank
3) tank gets hit by lead shower from machineguns
=> outer layer is damaged and shows metal on scratches, attached tools can be damaged

4) active defence shots down some RPG => - 1 rocket/missile

5) tank gets hit by missile in some weaker spot => really visible damage

6) barrel of tank explodes #Tongue

7) debris is left after tank is destroyed

However I don't know how much could be this on calculations of GPU (or CPU). I know there are many tricks in 3D like normal maps, polyplanes used in many types of LSystem (you can let your tree grown instead modelling it), etc.

But as we know matter consists of particles (which are waves under some level) and what are the voxels? Wink

_________________

Don't blame the others if you haven't checked your own (in)ability in the first case.

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Mortecha
Commander


Joined: 30 Nov 2006
Location: Brisbane, Australia

PostPosted: Thu Oct 08, 2009 1:02 pm    Post subject: Reply with quote  Mark this post and the followings unread

Indeed, those are some pretty cool thoughts:)

Voxels can be many times bigger than the ones we use now and far more detailed. Imagine voxels that arn't restricted to a 256 color pallette but instead all of the colours that are compatible with photoshop, somewhere in the millions.

Or an engine that renders voxels on the fly instead of being restricted to a set amount of ingame angles. maybe something thats full 3d voxel based.

Its all speculation, but it would be cool..

But for the time being, sprites derived from voxels would make excellent graphics, the voxels could be 2 to 4 times bigger than a standard RA2 voxel to add even more detail. I suppose a way to test this idea would be to compare a 3d model with its 3ds2vxl counterpart.

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