Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Mon Apr 02, 2012 7:31 am Post subject:
Voxel Section Editor III progresses with 3D models.
Subject description: It's time to see the future, the technology of peace between Tiberian Sun and newer C&C games.
Olá! I've been working for a long time in a way to automatically transform voxel models from the Voxel Section Editor III into 3D models that could be used in newer games.
The idea may sound stupid for some of you, but it actually makes a lot of sense in this site. It should help modders to bring their old mods to newer games and it will also help a lot of people to create detailed 3D models. Although VXLSE III has its limitations (256 colours/243 normals) and volume pixels do have mathematical limits as well, it is intuitive to add detail to your graphical object with an interface that shows you what you are painting and where you are painting it, while it is more intuitive to generate the shape with a geometric modelling program. It makes more sense when you look at the voxels submitted to our Voxels forum and the 3D models displayed at Media Hut and 3D Models forum.
Anyway, we had preliminary results on the task of generating 3D models from voxels already and we can export them into the awful .obj file format using VXLSE III. The problem is that we were obtaining models that had serious problems with their topology and, for this reason, when we generated textures or simplified the mesh, the results would be bad or the mesh would still be too much detailed to run in any existing C&C game.
Today we are proud to announce that we have a new mesh extraction method that no longer had topological problems. The pictures below shows some of the results on units from Red Alert 2 and Yuri's Revenge:
Of course that we still have several steps to code or improve until we also extract all textures automatically and export everything in a way that is accepted by Generals, C&C3, Red Alert 3 and any future decent game, so we can simplify the process of creating graphics for these games. QUICK_EDIT
Wow, the progress is looking good! I'm looking forward to the day Generals and C&C3 mods are constructed entirely from voxel graphics. _________________
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Mon Apr 02, 2012 8:24 pm Post subject:
Really nice results. In the end it might start a new era of voxel buildings. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Also Known As: banshee_revora (Steam) Joined: 15 Aug 2002 Location: Brazil
Posted: Tue Apr 03, 2012 3:41 am Post subject:
No, marching cubes does not deal with the topological problems that I fix with this algorithm, although it has some similarities with Marching Cubes. I'll try to submit it to an international geometry processing symposium. QUICK_EDIT
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