For larger scenes you can use the viewer. https://ephtracy.github.io/index.html?page=mv_renderer If I am not mistaken you can stitch together your smaller scenes there but you cannot edit them. I haven't tried this before myself, though.
Thank you, my process was : Drawing on paper > 3d modélisation. You can see the original drawing on my Instagram if you want, just swipe right instagram post
(it was one of my inktober drawing )
The software used is magicavoxel, it's a little (and free) 3d program.
I used the "rand" color command to color the ground sections then I always go back and color in some variation to take away some of the randomness. In this instance, the darker lines you see are actually erased voxel lines I "painted" away. So you are actually seeing no voxel there so it feels sunken in. And then I go back and add a few above ground voxels to represent dirt piles.
It just takes some practice, but you will get a hang of it. The rand command is very useful, but focus on very subtle color changes between the colors you use, or it starts to look like a checkerboard. I also feel going back and painting away some of the randomness helps a lot. Nature isn't always completely random.
Not sure which version I have but I made sure it was the latest. I don't know the difference but a lot of the tutorials I see on YouTube use one that is slightly different than mine.
This reminds of the game Fortress for the Gameboy Advance. It was a tetris-like fortress creation game and when you pieced them together correctly it'll turn parts into bases.
i assume this was made in magicavoxel? if so:
Visit the software link: https://ephtracy.github.io and on the row of software downloads you should see a Denoiser plugin, download and extract them into the software folder like so:
once you have done that restart the software and the denoiser plugin on render-camera should now be functional in addition to any others you have installed. HTH
i have not used qubicle so i am just pointing out things about magicavoxel.
magicavoxel is able to create large scene, you just need to split them up into a max of 256 chunks.
magicavoxels interface is simple and ment to be collapsible.
and i don't know what you are talking about magicavoxel not having hotkeys, they first of all have a part of there website just for a list of hotkeys (https://ephtracy.github.io/index.html?page=mv_controls) and on that page it tells you how to create your own hotkeys by just going into the hotkeys txt document and editing it
Hey, just so you know, you could go to r/magicavoxel for specific questions about the program.
I’ll try to explain, but I’ll also leave a link to a page of tutorials you could try (you can find those on Ephtracy’s website under the resources tab)
https://ephtracy.github.io/index.html?page=mv_resource
So, if I’m understanding right, you don’t know how to make light blocks? in MV every color on your color palette also has its own material assigned to it. By default it’s set to “diffuse”, but you can change what material a color is while you are in Render Mode.
While in render mode, select the color you want to make into lights and then on the right side of the screen, you’ll see a tab with a bunch of options. Select all, then change the material to “emit”. You can adjust more settings once you’ve changed it, you’ll probably want to turn up power and emission.
If you already knew how to do all that, sorry, it’d be hard to describe how to make a light strip without knowing what scale you’re using.
Hope this helps, cheers!
There's a couple ways to bring noise down: * Increase the samples per pixel (next to the resolution in the Render tab). * Render in a higher resolution than what you need, and then downsize the image in an external tool like Photoshop. If you hit the maximum 2048x2048 resolution of the render window, you can use the Image > Photo menu on the right to render up to 12k x 12k :)
There's also a denoise plugin (check the official patch notes for "Denoiser" for installation instructions).
Finally (if the above doesn't give satisfactory results), you can try unticking Sample > Stochastic to switch to an older rendering mode (but you'll see some artifacts as well).
Here is a list of the vanilla commands already in Magica Voxel, as well as these awesome shaders introduced to me by cacoe on the MV community discord!
I used the maze command to generate shapes for the various anemones, and the rand command to apply some texture to their coloration. The noise command was used with the cloud texture to create that silty sand kick up layer, and the sandbed itself was made using the terrain generator command! Other stuff like scaling, pallette management commands, just made the process so much smoother and quicker!
I see that the FAQ on the official page was updated: https://ephtracy.github.io/
Point 3 in the FAQ: `Multiple obejcts in the world editor: press TAB or the ⇄ button on the top right.`
I use the TAB button to exit "edit" mode, and then you can use the "+" button in the top right to add multiple objects in the scene.
You mean in terms of programs?
I think most people here might use magicavoxel, though for iphone there's also VoxelMax I know of which is used by atleast one artist I follow.
There are also a few others out there, but I think magicavoxel is the most widely used /best known one
MagicaVoxel, it's free! https://ephtracy.github.io/
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I started doing it by memory (the proporsions were even less accurate) then I played a match in Erangel and used the replay to move around the building to see the details and the textures.
Thanks for the heads up.
Here is a link to the actual magicavoxel page
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0.99.4 - 5/29/2019
Renderer
maybe you havent looked at magicavoxel in a while but they have increased the size like almost a year ago https://ephtracy.github.io/index.html?page=mv_main#ss-carousel_ss
according to this page the current limits are now 512x512x512, 1024x512x256 or 1024x1024x128
though to be honest you can easily make larger scenes than this if you are using an external engine to import everything built like unity or unreal engine think about it this way the limits above is the limits you can make for multiple little objects(they now also have a world view and single model view) or build a single huge object in pieces but still in this large world view. then take everything built and bring into game engine for infinitely tall skylines and wide worlds. also you may not know this little trick but you can import and convert any 3d obj model into magicavoxel and it will convert it to voxels instantly by simply dragging the file into the magicavoxel window. as far as export you can export as obj vox qb and a series of others that probably have their uses but you only need obj to work in any game engine. the only thing that probably could be improved is the model geometry when exporting its not as good as qubicle can do but if you have gotten this far for a game and dont know how to optimize models its definitely a skill worth learning.
>Unlimited area. Could the maximum size limit be determined by the CPU/Graphics power as opposed to the default 126X126X126?
Version 0.99 came out two days ago with a much larger area (1024x1024x1024). See https://ephtracy.github.io/