Affichage des articles dont le libellé est Voxel. Afficher tous les articles
Affichage des articles dont le libellé est Voxel. Afficher tous les articles
jeudi 2 mars 2017
Voxel Baller on Greenlight
I'm doing a voxel brick-breaking game for a few months. It's now on Steam Greenlight!
You can help by voting here: http://steamcommunity.com/sharedfiles/filedetails/?id=875291830
Libellés :
Greenlight,
Screenshots,
Steam,
Voxel,
Voxel Baller
jeudi 19 novembre 2015
dimanche 15 novembre 2015
Tank in voxels
I'm working on a tank for a new level's background. To be able to use it in different angles, I did it in voxels. There's still work to do on this, but I already like it.
lundi 11 mai 2015
Voxel! making pixel art in 3D
I continued my work on Voxels. I'm still not sure if it'll be useful in Cape Bleue, but I like this process, and I thought I could show it here.
So I start with a small pixel art truck I draw a few weeks ago.
I import it in Qubicle (I don't use MagicaVoxel anymore, it was a nice little soft but it lacks necessary functions like copy/paste or move) and extrude the form to the depth. I won't explain the process again as it's quite simple (it's just doing pixel art in three dimensions) and I already did a quick explanation in a recent post.
After some time sculpting it, I'm happy with the result.
Now I can view the truck on various views, and start dreaming about all the games that could be done with nice 3D assets like these :)
I can also generate variations around the first image in this post, with slightly new angles (but still in side view so it can be used in projects like Cape Bleue), like shown below :
And finally, a good ol' gif showing the truck on every (side view) angle :
Hope you liked it, thanks for reading!
So I start with a small pixel art truck I draw a few weeks ago.
![]() |
original size (x1) |
![]() |
size x3 |
I import it in Qubicle (I don't use MagicaVoxel anymore, it was a nice little soft but it lacks necessary functions like copy/paste or move) and extrude the form to the depth. I won't explain the process again as it's quite simple (it's just doing pixel art in three dimensions) and I already did a quick explanation in a recent post.
![]() |
Work was 75 % done when this screenshot was taken : extrude is done, headlights are OK, but the wheels are not "cut", and there's no license plate yet |
Now I can view the truck on various views, and start dreaming about all the games that could be done with nice 3D assets like these :)
I can also generate variations around the first image in this post, with slightly new angles (but still in side view so it can be used in projects like Cape Bleue), like shown below :
![]() |
I think this render, for example, is a far better drawing than the one I did in pixelart. |
And finally, a good ol' gif showing the truck on every (side view) angle :
Hope you liked it, thanks for reading!
vendredi 1 mai 2015
New tileset & voxel tests
I'm rebuilding the levels in Unity, with a new rocks & dirt tileset. The dirt is a slight rework of the old dirt tileset, and rocks are all new, made by me with the help of Mathias.
A few days ago, I tried to transform some pixel graphics I made for Cape Bleue in voxels. It was only very quick tests on newly discovered software (MagicaVoxel), but the result is interesting. I plan to do more of this.
The two next pictures can help to figure how it's done, and why voxel is different from classic 3D modelling : I upload an image (here, a red car) and extrude it to the depth.
And from this point, I can sculpt the form very easily by adding or erasing little squares. The yellow car is half-done (only the front is sculpted).
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