I'm pretty sure the 3D effect is achieved by just stacking lots of a sprites on top of eachother. This site goes into depth on how to do it.
Edit:
Instead of drawing each layer manually, it is possible to convert voxel files into a spritesheet with the help of these two tools:
I recommend using MagicaVoxel (program which I used) It's free and very easy to pick up. And as the name suggests, it's all about voxels. You'd be suprised how many advanced things it can do! Just see the website for yourself: https://ephtracy.github.io/
I don't know what OP used for this one, but I keep hearing about this program, MagicaVoxel. Video here: https://www.youtube.com/watch?v=d_WymsNdRBA&feature=youtu.be
If your fine with using pixel art and voxel art you can make a game for zero dollars! (I don't know what engine to use, I bought mine. Unity is free though.)
I've been making 3d pixel art horror games got a while now with a 0$ budget.
Here is one of the things I use. Magica Voxel: https://ephtracy.github.io/
Example project: https://my.mixtape.moe/ylcgas.zip Updated
Script: https://my.mixtape.moe/nctiki.zip Updated
updated with a single multi mesh instance after learning multimesh.set_instance_color relies on a material that has vertex_color_use_as_albedo true
Continuing work with voxels and rendering to pixel art, I made a little tool script that imports .vox (https://ephtracy.github.io/) files, inorder to work with the voxel data.
How to use:
Attach the magicavoxel_instance.gd script to a spatial node
set "vox file path" to the path of the .vox file
set "model index" to the index of the model you want to render
hit "Tab" to update the scene
~~With a little tweaking (I forgot to make the change and it's pretty late), you can store the MultiMeshInstances that hold the voxel data in MultiMeshes, and do some calculations on the AABB to aid in post-processing the viewport texture. For instance you can use AABB.intersects_segment() for the purpose of creating a directional light vector, where segment is offset by the direction of the light, at the checked voxel's position and marches toward the position until if it hasn't hit a voxel already.~~
Misunderstood what MultiMesh.get_AABB() is for but you can do something similar using the magica_voxel_file.models[i].voxels dictionary, using a 3D line function as a ray (with rounded positions!) and checking if the dictionary.has(vec3 position). Bear in mind since the dictionary positions are static, you'll need to either take into account the spatial nodes rotation, or update your light vector such in a way that it's "fixed" based on rotation, but /maths
I also wrote a tool to help make these kinds of layered sprites, by taking a model made with MagicaVoxel and stripping it down.
However I haven't updated it for the new version of MagicaVoxel (which is free). It might still work with it but I doubt it. If there's interest, I can probably make an updated version fairly easily.
It's probably Magicavoxel :) https://ephtracy.github.io/ ...
I don't want to take away from this awesome model but I also used it to make this Stardew Valley inspired house too :) https://sketchfab.com/models/a68c19d7ba85470cb885f7a32a8d7c76
https://ephtracy.github.io/index.html?page=mv_renderer
You can just download this and import .shematic files :)
It's really easy and fast as well. Also works great if you wanna get into modeling but are a total beginner.
There were actually very few 3D assets in the projection device -- the Green building model /u/andaphantie mentions was originally created in magicavoxel but nearly all other art assets in the game were 2D images and drawings in isometric perspective that members of the art team created in a variety of different programs (including Photoshop, Clip Studio, Krita, and Inkscape).
The example project can be found here: https://my.mixtape.moe/sazard.zip
Was messing around with viewports again, and recalled an old project in godot I started a while back of taking voxel data and rendering out pixel art animations. I went through a lot of maths to get a very slow and chuggy animation program made but the results were pretty cool. I'd of saved a lot of time had I learned about viewports.
Root
-- viewport container
---- viewport
----- camera (3D)
-- MeshInstance (Voxel Model)
Here I'm using a default model from ephtracy's MagicaVoxel: https://ephtracy.github.io/
In order to get a 1:1 voxel to pixel art rendering you have to do the following:
Set your camera (3D) to:
-Orthagraphic
-Current
-Size to whatever the size of your Viewport is, in the example my Viewport is 32x32, so the size of the Camera is 32
Other things to note, I set my spatial material to unshaded, and had to apply a texture to it, in this case the one that exported with my obj from MagicaVoxel.
And you can retrieve your pixel art from a script that grabs the Image from Viewport.get_texture().get_data(), and use save_png() to save it to your desktop : )
Got a free 3d modeling software called MagicaCSG threw together a random model for my first time. Its kinda neat kinda like volume builder in C4d you have simple shapes that you can blend and or delete shapes Boolean style
Hello everyone! I was bored so I made this simple 3d renedring of Saiki's favorite coffee jelly. It was modeled and rendered in MagicaVoxel. If you have any recommendations, please let me know!
Saved. There are few things on here that I've never heard of that I'm definitely going to check out.
Oh, also here are a couple of additional recommendations for dev/gamesdevs:
Generaly, any 3D asset that you need can be done in Blender. It's the just the pattern for indi devs and for those who don't work professionaly. Free and open source. But if you like more pixel art and voxel, usually they will recommend Magicavoxel.
Here is the source * Three.js with OBJ models * Models were made with MagicaVoxel * React Navigation, React Native for Web, and Expo GL for the bulk of the project.
It won't help with animating, but for models check out Asset Forge
Also I recently saw this video with really interesting advice about Magica Voxel
Any of you guys using Magica Voxel. That is what I did this in. Such an amazing program and getting better all the time. Here is a link to use program. TOTALLY FREE!! https://ephtracy.github.io/
Enjoy! Hope you like my new style for my game. The characters really EMOTE! :)
https://graphicsgale.com/us/ was a paid tool that recently became free
https://ephtracy.github.io/ MAGICAVOXEL is actually 3D voxels but you can still create stuff and use it in a 2d context. plus you never know when at a certain point you might be want to go 3D and it's nice to have the tools.
I personally use Asesprite. It's not free but it's pretty cheap during steam sales.
Graphic wise you can do things for very cheap for artstyles like that while still looking good.
You have procedural materials, shaders and lighting that work well with things like sprite renders.
You even have things like this which would be perfect for isometrics.
Hi, it's made with the (free) software magicavoxel
I don't play minecraft myself (I'm already to busy with terraria and starbound) but I know some creators use the software for making big assets for minecraft, like giants buildings or sculpture.
>anything with a resolution higher than 32x32 are WAY over my ability level.
You can use them as rendered sprites for 2D games or used it as 3D voxels.
Something like this could also work.
For the model I used MagicaVoxel, which is a nice simple program for models which I love, and then I imported it into blender. For the water animation I pretty much followed this tutorial which is really nice for beginners.
edit: also you have to make the model an obstacle to make sure it will interact with the water, as you can see I didn't do that for the pipe and the water is going right through it.
Ok, below is a little video of my world view and some additional screens from the scene.
Gif Video: https://imgur.com/aSJ1ykD Additional Views: https://imgur.com/a/IbDWDRj
As you will see from the video it's a ton of layers put together. Most of the layers were started from the max 126x126x126. Once I am finished with each part, I typically use the "fit" button in the Tool section to shrink the container to size. This keeps the layers a bit more manageable.
Here are just some bullet point tips. I am still learning, but I feel these help me a lot.
I hope that helps, let me know if you need any clarification.
Pixel art to some extent is more simple, especially for building the environment. Pixel art tilesets are the most efficient for that.
Animating sprites while being painstaking frame by frame is simple without having to worry about skeletons and formats, so if the animation requirements are not that demanding it makes sense.
Where 2D with skeletons pays off is when you have a lot of weapons,armors and stuff you can swap around while only needing one main animation. This is more efficient then even 3D as you only have to draw instead of model and texture.
A new asset option for Indies that has opened up is simple polygonal 3D and high fidelity voxels(small detail blocks not big Minecraft blocks). Why its interesting is you get geometry, lighting and shadow which is visually interesting while forgoing the expensive texturing in favor of shader based procedural materials.
Something like MagicaVoxel could work well in rendering buildings for isometric games. Think SimCity.
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.
thanks! magicavoxel is sweet, its just this simple (but powerful) free tool for creating voxel art that you can then export to obj or other formats. https://ephtracy.github.io/
this is what the center building looks like from within magicavoxel http://i.imgur.com/fPXe0mz.jpg
I'm by no means an expert, but I don't think there is really a standard file format, I think most people/companies roll their own. That being said, MagicaVoxel is a free voxel editor that can save to their documented .vox format, as well as export to .obj, .3ds, .ply, .xraw, .slab.vox, .qb, .tga, .act, and to .png as a 2d sprite. MagicaVoxel is pretty easy to use and work with, and there are a number of online articles discussing it such as Giawa's C# MagicaVoxel importer here.
What editor you choose, whether it's external or internal, and what file format you choose, is really up to you and your needs. I don't believe there is one single file format that is better than all the others in every way.
I realize this doesn't answer your question, but when I was working on my voxel engine I initially used the .vox format and models exported from MagicaVoxel, until I was certain I was able to display the basic models without issues. I then implemented face culling and occlusion, as well as mesh/face merging, and by which point I could easily display many copies of the larger models such as dragon.vox without any issues, and by that point I decided to drop the .vox format and begin storing my voxel data under a more specific, custom format (I didn't need/want things like the palette data, as I'm using textures and not storing color data in the blocks). At this point I was able to generate and draw a large voxel world without much issue, though it had taken me several weeks as I was new to the scene as well. I was able to speed up draw times significantly by using a flood fill technique from the camera point to determine which chucks and subchunks were connected to the camera. An example of this technique is written about here.
Hopefully this helps you out.
et l'autre jouet de ephtracy pour faire de la 3d ? MagicaCSG
https://ephtracy.github.io/index.html?page=magicacsg
Ca fait des mois que je veux le tester mais j'ai pas le temps non plus :0
Really you could make this in any software. Its super simple low-poly work and looks like it makes use of cubes and simple shapes. MagicaVoxel could work, but you'd be better off working in one program to minimize confusion, particularly if you are a beginner.
I personally use Blender
Have been following the meebits project. The raw files are in .vox format which are provided to owners upon cryptographic verification. The developers recommend using magicavoxel https://ephtracy.github.io/ to export the vox file to .obj. So your best bet is probably to understand the .vox file format.
I expect they define a standard size for the vox files. Then they provide a base .vox file pr character type. Then each feature is a separate .vox file. They would then need to functions: 1. Colorize a .vox in a certain palette 2. Combine 2 or more .vox files
Try magica voxel:
https://ephtracy.github.io/
Export an obj, import that into blender to animate with their rigify humanoid rig. Then you can import it into unity or godot from there.
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 started with MagicaVoxel, which is free and I highly recommend if you have no 3D experience to start with: https://ephtracy.github.io/#ss-carousel_ss
Then I started learning Blender from a few free, then eventually paid courses. I also made this doc a while back that lists a few resources to get started with both free and paid: https://docs.google.com/document/d/1o_sl1USRS0ZtKQeqqqvsGDC9jvT0VKBL4dg8cHMPM7U/edit?usp=sharing
Classic pixel art normally had a limited color palette. If you don't want to limit your color range then try to make it more clear what you are attempting to convey. Like right now the gold part of the model has lots of variation and noise but it's hard to tell what it is supposed to be. It is varied rust, is it lots of tiny greebles?
Pixel art palette. https://lospec.com/palette-list
Alternative to making pixels 3D https://ephtracy.github.io/
On the website they say you can recover it from the Trash can i think.
Voxel Art is basically like minecraft where you build stuff out of cube blocks. With voxels you then have the advantage of being able to color every block, even all its sides, in any color you want. Most voxel art then is put into other programs like Photoshop to add lighting effects and/or textures.
If you want to give it a try, MagicaVoxel is a good starter program and its free.
merci, c'est fait avec magicavoxel un petit soft gratuit de 3d. Y a pas mal de gens qui s'en servent pour faire de la modé minecraft avec.
r/MagicaVoxel
Perso j'aime beaucoup ce soft parcequ'il est simple, autant d'un point de vue prise en main que rendu et y a pas mal de formats d'exports - notamment le saint .obj -
Bref, un petit jouet rigolo et relativement accessible
>Cos I would really like to try to make my own dungeon crawler because I’ve never played one I really liked to date. I like Diablo 3’s isometric view,
It's not that hard to create a game like that from scratch.
More tricky things are things like UI and inventory so Unity plugins probably got you covered.
There is a lot of knowledge about procedurally generating good dungeons from Roguelikes so that also got you covered.
What is more tricky is handling the graphics themselves.
My recommendation for that is to use something like MagicaVoxel to render 2D sprites,tiles and structures.
You can probably get some decent results on the level of Pillars of Eternity for cheap and easy.
With a program called Magica Voxel. It's quite easy to get started and actually feels a lot like Minecraft. Plus it's free to use and id recommend you to give it a try if you are interested. It's just so much fun to play around with.
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.
It's a software called MagicaVoxel, and it's is perfect for Voxel Modeling, it even has its own render engine and 4 pretty materials to choose, but you can also export the models into an .obj. I'm in love with this programm.
Download Link: MagicaVoxel
You needs 2 programs: Magicavoxel (https://ephtracy.github.io/) and Slab6 (http://advsys.net/ken/slab6.zip)
with magicavoxel you design the voxel manually, once done, you must click on the button export--->slab at the bottom right, so you save a file .vox readable by Slab6, now open Slab6, select the file and save it as .kvx. This is all, the voxel is ready to be injected in a wad/pk3.
here you can find a nice tutorial on the basics of Magicavoxel:
https://medium.com/@Tiagojdferreira/how-i-did-my-first-3d-model-magicavoxel-tutorial-6273319486e6
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.
Ok so:
1./ You need to get MagicaVoxel ( https://ephtracy.github.io/ ) and Vox2Png ( https://github.com/StijnBrouwer/vox2png/releases/ (download the .exe ) )
2./ Create your model in MagicaVoxel and save it
3./ Open the cmd, drag Vox2Png, your .vox and write yourfilename.png You get something like that: C/user/yourfolder/vox2png.exe c/user/yourfolder/yourmodel.vox spritesheet.png
You gonna get a .png with all the slices (if you don't found your png, write on Cortana/The explorer spritesheet.png > open the emplacement of the folder )
4./ Open Game Maker Studio or a software like Photoshop/Paint.net and crop your slices. Create one sprite with all the slices.
5./ In your object, create event > image_speed = 0; And go on draw event > and write this :
for (var i = 0; i < image_number; i++) { draw_sprite_ext(sprite_index, i, x, y - i, image_xscale, image_yscale, image_angle, c_white, image_alpha); }
just replace the "image_number" by the image, copy/past this with all the image in your sprite (if you have 11 slices, you gonna get 11 times this little loop but with the number, like this :
for (var i = 0; i < 0; i++) { draw_sprite_ext(sprite_index, i, x, y - i, image_xscale, image_yscale, image_angle, c_white, image_alpha); }
for (var i = 0; i < 1; i++) { draw_sprite_ext(sprite_index, i, x, y - i, image_xscale, image_yscale, image_angle, c_white, image_alpha); }
for (var i = 0; i < 2; i++) { draw_sprite_ext(sprite_index, i, x, y - i, image_xscale, image_yscale, image_angle, c_white, image_alpha); }
etc. You can change the "image_angle" if you want, or do like my exemple projet, create a var angle, go in step > var_angle += 1; replace image_angle by var_angle, and let see the fake 3D !
If you have any question, you can ask or check my exemple project !
Yep. I was originally just making them in Photoshop, but I recently switched over to MagicaVoxel combined with this program which converts models to spritesheets. It's made it a lot easier to create more complicated models.
Voxel art is a lot of fun, and seems to be getting more popular especially for mobile games. Magicka Voxel is a great voxel modelling program, it's free, really lightweight, and constantly being updated.
This model is included when installing Magicavoxel and was probably exported from that tool.
It's an amazing tool, but does indeed generate a ton of vertices and faces for seemingly simple models.
Unless the depth aspect of your game is really complex I'd tend to stick with TilEd, especially if you're sticking to tile-based work. You could either play with layers or with tile/object properties to store depth information.
If your game is mostly 2D-ish, I'm not sure testing/tweaking would be that more tedious than for a pure 2D platformer. And even if it was you could always make little editing tools in-game to help you tweak thing, like letting you move objects around or add/remove walls using your mouse or something.
Plus you already know the editor and its file format.
Otherwise if you really want to see that depth, an idea I'd have fun trying would be to use a voxel editor. I've never tried it, but MagicaVoxel seems to use a simple enough data format.
I haven't looked into Qubicle, but while I was working on my voxel project I found MagicaVoxel could do everything I needed it to, and more. It may not stand up to professional grade software, but it's free to use and it was everything I wanted it to be. I'm pretty certain it can output to 2d PNG, but I'm not sure what kind of control you get over it. It may be worth checking out, either way.
>Thankyou! The software i use for this and plenty of other models is Magicavoxel which is free and can be downloaded here https://ephtracy.github.io/ should you be interested.
>
>There are a bunch of features such as metallics/glass/emission etc to use within it.
Thankyou! The software i use for this and plenty of other models is Magicavoxel which is free and can be downloaded here https://ephtracy.github.io/ should you be instrested.
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
Magicavoxel is really user friendly and doesn't take long to get the hang of.
Magicavoxel download:
https://ephtracy.github.io/index.html?page=mv_main
This is a simple 30min tutorial on how to use it:
These 3d models can be minted as NFT'S
To create voxel assets the 'industry standard' is MagicaVoxel (free on github) and to make voxel maps WorldPainter which generates terrain from heightmaps. There many other freeware voxel applications like these and tons of tutorials on YT about voxel art/game dev. MagicaVoxel is extremely easy to get started with even with no prior experience with voxels. You can drag & drop .obj files which instantly converts to voxels.
Looks like it's been added to the FAQ on the page now, Q4: https://ephtracy.github.io/index.html?page=mv_main - "macOS : too slow at retina resolution: disable Brush->Display->HDPI." Hope that helps.
"Rendered" Isometric games I think have a great opportunity with techniques like kitbashing with procedural materials ,voxels and normal maps and ambient occlusion and baked global illumination.
Something like the aesthetics of late 90's early 00's isometric games should easily be doable.
Not necessarily.
If you learn a bit of 3D and rendering you can make environmental art and tilesets pretty easily at least.
With this isometric games should be easy:
https://ephtracy.github.io/index.html?page=mv_main
The biggest problem would be characters and animation, which is why "low poly" without textures is so popular nowadays.
I have been thinking if kitbashing with procedural materials for sprite renders(rendering 3D models to 2D) of isometric characters might be worthwhile.
I have always been a fan of Septerra Core's artstyle and based on the 3D models it should be possible with kitbashing and maintaining a certain distance. Global Illumination/Ambient Occlusion will do most of the heavy lifting to look good.
You can press the Tab key in order to switch between model and world editor. I assume that by "positioning mode" you mean the world editor.
Here's the list of keyboard shortcuts on the official documentation: https://ephtracy.github.io/index.html?page=mv_controls
LINK TO SHORTCUTS: https://ephtracy.github.io/index.html?page=mv_controls
Dear G-d! using new to software, for anyone older than 26.5 years, is like entering a secret club where there is a secret codex of communication but they don't tell you it even exists... and then when you finally figure out there is a secret set of rules in order to function... no one will tell you the rules unless you beg and then they speak in another f'ing secret code to tell you about the first secret code.
(link to shortcuts should be easily findable IN THE APP! but noooooooo, that goes against the secret code)
MagicaVoxel (https://ephtracy.github.io/) is probably what you're looking for
Otherwise have a look at BlockBench (https://www.blockbench.net/). I don't think it has any export settings for generating a grid of voxels, but that shouldn't be rocket science to make yourself. The .blockbench project file is json so you can parse that to find all objects in the scene
My advice is try this for creating isometric rendered graphics.
As for gameplay? You still have a long road before you understand what the fuck you are doing to make that kind of game, so focus on the graphics as that is more easily improved and understandable.
• Ctrl + plus or minus key ─ Upscale or downscale the UI size.
• 5 ─ Reset camera to 45-degree views.
• 7 ─ Save camera view.
• 8 ─ Restore saved camera view.
• Cursor / PageUp / PageDown ─ Move selection.
• F / G / H ─ Change gizmo space type.
• 1 / 2 / 3 / 4 ─ Change gizmo scale type.
• Shift + drag a gizmo handle ─ Duplicate.
• Right-click on layer ─ Rename input field pop-up.
Check the similar MagicaVoxel keyboard shortcuts for shortcuts that might also work in MagicaCSG.
You can try this software: https://ephtracy.github.io/index.html?page=aerialod
It can create quite nice images from rasters. Not colored, though.
Voxels with ray tracing. Attempt 3. Made with MagicaVoxel.
Gotta leave it all behind
Engines burnin' blow your mind
Waiting, waiting for the sun ~
Voxels with ray tracing. Attempt 3. MagicaVoxel.
Gotta leave it all behind
Engines burnin' blow your mind
Waiting, waiting for the sun ~
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
The original graphics are done with Magica Voxel. Those are imported via a import plugin into Unity, where they are normal 3d models. From there you can either rig them like you would do with normal 3d characters or make frame animations (the path I choose).
The artwork is a different story though. To make voxel look this good, there is a lot of skill in Blender and Photoshop necessary.
I've wanted to create more realistic mountain ranges and river structures without needing to use simulated erosion techniques for a while now. These heightmaps are generated by using Perlin Noise to create paths that converge in interesting ways.
Aerialod by ephtracy: https://ephtracy.github.io/index.html?page=aerialod
Maps are made in MagicaVoxel (which is 100 percent free) - https://ephtracy.github.io
There will be an option to import them into the game and play them but there is no official sharing as of right now according to the devs, but they want to implement workshop eventually. The best way to share maps when the game comes out is probably posting the map file on here or the Discord.
Happy to have you apart of the community!
If I’m understanding what you want, sounds like if you type ‘x2’ in the then that console should do the trick!
Some other useful commands here: https://ephtracy.github.io/index.html?page=mv_commands
I’m a big fan of the colour randomising from a provided range.
Hello!
I've been a Fan of Lemmino's videos for a very long time now and I'm a voxelartist who uses the voxel art program Magicavoxel (link here: https://ephtracy.github.io/ ) to create voxel art
so I thought why not do some Fanart of the Channel!
Thanks mate!
The one and only MagicaVoxel!
You can either use MagicaVoxel itself for building up the scene (which is quite good, since it is very lightweight) or export the models/scene to any other tool you like. I once saw this dude exporting for blender and applying a clay material to everything. It is just gorgeous!
thank you :) hm, resources and tutorials?
it is 3d, if this is what you mean. however, it works sort of like in minecraft, only that we added more juice and magic to it, to make it better looking and easier to handle (i.e. combat, building, destruction of huge artefacts and structures). pushing our voxel editor a bit.
there's of course a whole scene of voxel artists out there, for instance magica voxel projects https://ephtracy.github.io/
think https://twitter.com/HardBone01/status/1299685211219701760
i hope it helps
Point 12 of the FAQ: Program crashed: The model can be recovered from "/cache/backup.vox".
If you go the app's folder, you should find a subfolder named "cache" with the "backup.vox" file. Try opening that file.
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!
Magicavoxel is a dedicated voxel modelling software which has Lego export js though the only downside is it supports up to 126 x 126 x 126px so if you say wanted to make a bigger scene then y'know
Can you add Magicavoxel to that list? It's a free voxel art creator with material properties like transparency and glow. A nice change of pace from all the graphics programs like Krita. Easy to do simple stuff, good results with minimal learning, and fun just as a creative voxel toy.
Maybe you can use table top figures for the characters / enemies in your game. The figures would stand motionless in a defining pose on a base plate and could move around like chess pieces.
If you want to go with the Voxel look, let me recommend MagicaVoxel as an easy to use program to create the models.
A helpful Tip to get you started is for Isometric Buildings for a City Builder game you can use MagicaVoxel, it's easy to make and beautiful rendering. With some trickery you can use them for interiors also.
Use City Building game like Patrician and Anno for inspirations on the design of buildings as well as the setups of production chains.
Outside of City Building "The Guild" is also built on The Sims. Crusader Kings and maybe the old viking Cultures series may help. Maybe some Recettear on how to implement shopkeeping mechanics and customers, maybe Princess Maker 2 for Character Progression and Class Advancement(use the Endings).
I use MagicaVoxel because I can't get anything good out of blender :D
(though I use blender to seperate the colors into their own materials respectively before importing into UE)
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and no, I don't think UE is overkill, as a) I know how to use it (kinda) and b) it's made to make games, don't you think?
also, what else should I use instead? unity? never - I took a look at it and it repelled me from the "hobby gamedev" for half a year because it was to confusing to me (disclaimer: that's personal experience, there is no "perfect" engine, only "fitting your style of work" in my opinion)
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!
Thanks for the detailed response. First time I've come across flarerpg and mixamo, both look great.
Am building a 2d engine so am pre-rendering my art too. I've found magicavoxel to be amazing for quick isometric art.
Good luck with your game!
There's a software we use with middle schoolers called MagicaVoxel that basically lets you build 3D geometry by adding/subtracting individual voxels. You can export models. My students tend to import them into Unity.
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.
Have a look at MagicaVoxel. I use it to something that very... Programmer art. But you'd be surprised how good you can make it look by applying stuff like light, reflection, particles, etc.
You should learn blender at least a little. It's an invaluable tool that you'll probably need no matter where you get files from.
Even though I make all my models in MagicaVoxel I import them to blender to fix origin offsets and split complicated parts (like the magazine on a gun) into pieces so they can be animated.
So it's not exactly what you want, but Magica Voxel is what I use to make what is essentially 3d pixel art.
Something that might be worth looking at is the blender addon Sprytile which is inspired by crocotile but is free.
(sorry for the 3rd re-post reason: I fucked up the title a little :P)
been really enjoying watching CONTENT so I thought to do some voxel Fanart and here it is
the voxel art program I use is Magicavoxel and you can find it here!: https://ephtracy.github.io/
I've been really enjoying watching the content series so I thought why not do some voxel fanart to show my appreciation <3
if you're wondering what program I use then its here!: Magicavoxel
https://ephtracy.github.io/
I've been really enjoying watching the content series, so I thought to do some Voxel fan art to show my appreciation <3
really happy with how this turned out
if you're wondering what voxel art program I use its called Magicavoxel and you can find it here!: https://ephtracy.github.io/
For those who find the graphic art of this game interesting, the program they used is free and extremely easy to use. It's called MagicaVoxel and I recommend it to anyone who likes voxels and creating simple but cute art:
The program itself is a freeware so it'll cost you nothing. Check it out here : https://ephtracy.github.io/
I think 4Gb of Ram should be enough to make it work. The video was made by assembling pictures with ffmpeg.
MagicaVoxel can also be something you would like.
Wow that minecraft build is massive. If I saw that video in itself I would think something like “why not use something like Blender at this point” but you are ahead of me.
Minecraft and magicavoxel are both intuitive to use, however Blender is something you need to learn. I am sure it will frustrate you for awhile so it is a good idea to have some realistic expectations: In my opinion, you have to learn blender for like 40 hours to reach a point where you will be able to model something like this minecraft build, but only after about ~200 hours will you be able to do the same in significantly shorter time and in much better quality without frustration.
I made the 3d model in Magicavoxel and I added the colors and lights in Photoshop. And i have studied for a long time the fine art of "pizza"
Magicavoxel is a free software and very enjoyable to use, if you want to take a look ;)
This is Voxel art. Think Minecraft, but a bit more "detail" https://www.reddit.com/r/VOXEL/
This was specifically created with MagicaVoxel, which is free so get it a try. It has a learning curve, but there are some nice tutorials on youtube. https://ephtracy.github.io/
Could give MagicaVoxel a try. People make some pretty cool art with it. To use it with Unity requires bringing into Blender first (or equivalent) to close the seams and remove doubles but after that you can use it to rapidly make 3D content. Voxel art tends to all look like Minecraft these days but get some inspiration from MagicaVoxel artists and you can see there's a lot you can do with it.
I was planning on adding people to the "street" and a few cars to the parking lot, however, I didn't have the time last night or my creativity was failing.
I also planned on doing more with the parking lot. It was originally going to be a super market, but no mater what I did I couldn't get it to match the rest of the scene so I quickly threw a simple building (the parking lot) together before I went to sleep and called it a day.
If you have any suggestions on what I can do to improve this, please share them.
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Inspired by this.
This doesn't answer your question, but as you don't have any responses I thought I would point out that MagicaVoxel supports animation and is free. But I think only in the older 0.98 version.
VoxelShop also supports skeletal animation, if that is useful to you?
I have written the contribution and personal working steps inside the ReadMe of the file link.
The 3D work is done in MagicaVoxel and conversion with Vox2Cub.