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My first attempt on custom voxel.
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Zero18
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Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Thu Feb 28, 2013 1:17 am    Post subject:  My first attempt on custom voxel.
Subject description: :)
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So, my first attempt on making a custom voxel. It was much smaller than i expected.  Not sure why I get blue/purple on the tanks wheels, probably too much smoothing.



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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Thu Feb 28, 2013 1:55 am    Post subject: Reply with quote  Mark this post and the followings unread

What colors did you use in Voxel Editor. You can't normally use 204-239 as those have Magenta (Empty Colors) in the RA2 Palette.

Also its best not to use #0,#1,#10,#11, & #12 as those have special uses when rendered by the game as 0 is transparent.

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Zero18
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Joined: 10 Dec 2012
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PostPosted: Thu Feb 28, 2013 2:31 am    Post subject: Reply with quote  Mark this post and the followings unread

Not sure, what i did is use the brown color (yellow to deep orange then grayscale and turn it back to GDI color) Well, now I wanna to learn how to make the unit voxel skin blend in like various of color and the treads as well too.

So, i edited it a bit more. new pic of the custom tank.



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Atomic_Noodles
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Joined: 05 Oct 2011

PostPosted: Thu Feb 28, 2013 7:26 am    Post subject: Reply with quote  Mark this post and the followings unread

Download some Spotlighted Tank Voxels for references on how to draw Treads properly. Usually its just a single dark color that wraps around a set of wheels.

Good Examples to refer to would be from Azri's Voxels though in general his are already pushing alot of details but that should give you a rough idea on how to draw the treads.

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Zero18
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Joined: 10 Dec 2012
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PostPosted: Fri Mar 01, 2013 12:17 am    Post subject: Reply with quote  Mark this post and the followings unread

So, I made another voxel tank. the treads looks realistic now (I hope).



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Nolt
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Joined: 25 Apr 2012
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PostPosted: Fri Mar 01, 2013 1:01 am    Post subject: Reply with quote  Mark this post and the followings unread

First voxel, I don't believe it, it isn't a box, IT ISN'T A BOX!
Too good for a fist voxel, keep it going.

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Zero18
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Joined: 10 Dec 2012
Location: I'm too busy conquering the world!

PostPosted: Fri Mar 01, 2013 1:12 am    Post subject: Reply with quote  Mark this post and the followings unread

ah, just noticed that the new custom tank has lines between it.  Mad

Quote:
First voxel, I don't believe it, it isn't a box, IT ISN'T A BOX!
Too good for a fist voxel, keep it going.


Ah yes, lol. I'm still practicing it more.  Laughing Trying to get the concept of the skin blending feel.

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Zero18
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PostPosted: Fri Mar 01, 2013 2:07 am    Post subject: Reply with quote  Mark this post and the followings unread

its looking much better now.  Smile



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ViPr
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Joined: 30 Dec 2004

PostPosted: Fri Mar 01, 2013 2:59 am    Post subject: Reply with quote  Mark this post and the followings unread

There are gaps. Close them by reducing the bounds size slightly.

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Zero18
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PostPosted: Fri Mar 01, 2013 4:47 am    Post subject: Reply with quote  Mark this post and the followings unread

Another custom voxel.

ViPr wrote:
There are gaps. Close them by reducing the bounds size slightly.


just did it and it ruined my old tank, so i'm redesigning it until i perfect the tank design.



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Atomic_Noodles
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PostPosted: Fri Mar 01, 2013 9:11 am    Post subject: Reply with quote  Mark this post and the followings unread

Transforming Voxel Bounds from my experience always gets gaps if you try to make it bigger. Making the Voxel smaller however is fine.

In Bounds it should be
1-0-0
0-1-0
0-0-1

By Default.

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ViPr
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Joined: 30 Dec 2004

PostPosted: Fri Mar 01, 2013 2:39 pm    Post subject: Reply with quote  Mark this post and the followings unread

What? Those bounds make no sense to me. Some changes must have been made that I'm totally unaware of.

How does changing the bounds ruin your voxel? Just put the bounds back again then. Are you saying it makes your voxel too small in-game afterwards or scrunches up some details? You could try an alternate method which is to fill-in the gaps with voxel cubes but its extremely tedious unless someone made a feature to automate it in the voxel editor.

By the way, why is the turret off-centre when the tank is facing away from camera only it seems?

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Zero18
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PostPosted: Fri Mar 01, 2013 2:47 pm    Post subject: Reply with quote  Mark this post and the followings unread

Not sure why my tank turret is off center. In HVA, it is centered, however in-game it appeared to be off center very slightly. Dunno why.  Confused

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