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[RA2/YR] T28 Super Heavy Tank
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Distorted
Civilian


Joined: 31 May 2017

PostPosted: Wed Nov 23, 2022 8:31 pm    Post subject:  [RA2/YR] T28 Super Heavy Tank
Subject description: America's Unused Tank Destroyer
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Made from 3ds2vxl.
Accidentally made a bigger one, but oh well.



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Midian-P
Rocket Cyborg


Joined: 16 Mar 2018
Location: GB

PostPosted: Thu Nov 24, 2022 1:48 am    Post subject: Re: [RA2/YR] T28 Super Heavy Tank Reply with quote  Mark this post and the followings unread

Distorted wrote:
Made from 3ds2vxl.
Accidentally made a bigger one, but oh well.


Resize the thing.

I suggest that you don't use 3ds2vxl. that's how i started and pretty much my voxels are of terrible quality if converted a 3d model to voxel.

i recommend you use this instead.
a much more easier and latest way of making voxels:

https://ppmforums.com/topic-47943/using-magicavoxel-vxlse-to-create-voxels/

if you make you models from 3D then convert them to OBJ and Import the model to MagicaVoxel as a Base.



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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Fri Dec 30, 2022 12:34 am    Post subject: Reply with quote  Mark this post and the followings unread

I'd argue the main benefit of 3ds2vxl is that it does a good job on setting normals, the hardest part for people to get right, especially on angled planar surfaces. Obviously it can make mistakes, or the original model could be oriented incorrectly, or even rotated by 1-2deg screwing up what should be straight sides, but these are usually obvious/fixable.

The scaling problem people have with 3ds2vxl is not knowing how many pixels constitutes what size. A RA2 cell is 45 pixels per axis, and most people find 1.5 cells (around 60-65 pixels) as an acceptable length for a tank, more if you allow the barrel (as in this case) to poke beyond that notional size.

If you plan to shrink the model 20-50% then you can safely make it larger. I recommend making things 10-15% oversize for shrinking to 90% at least, but I wouldn't make things excessively large like 50% too oversized. My APOC canvas is 70px long, and shrunk to about 63, with a few pixels shy of using the full canvas, that yields about 60, or 1.5 cells. By comparison my MLRS unit has a 75px length canvas, but is shrunk to 50px, just a hair over 1 cell.

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