Posted: Thu Nov 11, 2010 2:43 am Post subject:
Voxel-Based Buildings
I've heard from some people that buildings can only be made using 3d programs.
Since I'm not very good with those programs, I've been trying to find another way to make buildings and this was the result.
Since voxels are quite similar to its 3d counter part, just a bit blocky, I figured I'd make use of the voxels beyond its original purpose: Voxel to SHPs.
I made one building as an example of my method.
Through my process on making these, I can point out a few things:
-It's similar to making vehicles
-The more detailed you want the buildup/animation to be, the more parts you're going to have to make and the more complex you'll have to work with in HVA.
-There are neither shadows nor snow. You'll have to add them manually.
-It's slightly much faster than making 3d versions (depending on skill)
-Won't blend in with the existing buildings. So it's only good for Total conversions.
-It takes time to align the camera so that the building is in the right place
Posted: Thu Nov 11, 2010 3:17 am Post subject:
buildings
Not Bad, but you should learn 3D Max, Blender, or Cinema 4D, it takes patience to use them. You can make buildings, people, vehicles and even terrain using them. The hardest is texturing the model. I learned to use 3D Max because of a program called BSP. It is used for making maps for Digital Paint, based off the Quake engine. It is a 3D program for map making not 3D model. You could use that and its free. _________________ I am authorized to send out the TMP Studio, PM ME IF YOU WANT IT And check this out, these were sent to me for help with terrain and zdata help along with TMP Studio/Builder
Those are OK, they would look somewhat decent if it was TC as you said. The lack of shadows or decent shading is just too much, or perhaps how voxels don't make for detailed textures. Not to mention making these voxel by voxel is a lot less time efficient than modelling them. All in all, the limitations for a perfectly done voxel building would still only make an average building, at least compared to those made by Westwood and modellers. I believe Copy and paste can get farther if done well, like with
http://ppmsite.com/forum/viewtopic.php?t=23941
That said, I would love to see someone actually do an entire side made like this, with voxel terrain to fit in. It would be nicely retro XD. QUICK_EDIT
Joined: 18 Feb 2005 Location: Star Kingdom of Manticore
Posted: Thu Nov 11, 2010 3:54 am Post subject:
well, the thing is, 3ds max is similar to voxel editor. you create a plane in voxel editor just like you do in 3ds max. in fact it's easier to apply a texture in 3ds max. just read a couple of basic tutorials, and you'll get the hang of it really fast. I can send you a few of my models if you get the latest version of 3ds (2011). I can get you the "free" version. i'll let you play around with my models. i also posted an easy UVW (texture) tut. _________________ "Reality is a lovely place, but I wouldn't want to live there." -Adam Young QUICK_EDIT
yeah, 3D is definitely the way to go, especially considering that the perspective is slightly off on the voxel building you posted.
Currently I use the following camera settings:
XRot:300
YRot:45
Depth:-120
I wonder if there are better coordinates than this...
I've somewhat got the basics on 3DS max, but just adding shapes and morphing them.
I have no clue on how the others works. _________________ QUICK_EDIT
i fiddled with voxel buildings once, this here was the only one left i could find on my harddrive. Though the textures arent complete, the shape of the building is pretty good for being voxel. So but what I'm saying is voxel buildings can be made to look decent, though very time consuming.
i fiddled with voxel buildings once, this here was the only one left i could find on my harddrive. Though the textures arent complete, the shape of the building is pretty good for being voxel. So but what I'm saying is voxel buildings can be made to look decent, though very time consuming.
That's an awesome voxel building!
+=Marvin=+ wrote:
ANd don't forget the lighting.
I'm pretty sure you can do that by fiddling around with the normals. It's just heavily time consuming to do. _________________ QUICK_EDIT
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