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Size of a Voxel?


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#1 MCV

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Posted 16 December 2006 - 07:35 PM

What is the size aproximity i should use fro a tank? A plane? A car? A boat?

I'm very affraid of making too big or too small voxels.
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#2 Gamemate

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Posted 16 December 2006 - 07:40 PM

I always make the voxels larger than they should be, it is always better to scale down than to resize up afterwards.

Use WW sizes but increase it with 30% and then scale it down with that amount, 3ds2vxl utility does this by default and it gives very good results. It is same deal for voxels made in voxel editor though.

That is just my way of doing it, I am sure other people got better methods.
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#3 Jeeves

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Posted 17 December 2006 - 03:44 AM

My way is use a scale of 1vxl = 10cm, or if I dont have a size, make it, test it, then scrap it and start over :lol:
GM's way is probably more efficient :p

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#4 lefthand

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Posted 17 December 2006 - 06:13 AM

60Lx40Wx30H is a good minimum scale for a light tank. A common WW car would be smaller, a small boat may fit that size and I am not sure what a plane's scale would be.

It's better to get the size right the first time then having to adjust and readjust it back and forth.
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#5 raminator

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Posted 17 December 2006 - 10:00 AM

i use the shrinker method gm mentioned
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#6 Gamemate

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Posted 17 December 2006 - 01:07 PM

Actually Lefthand that is not the best way. Best result is gained by scaling down 30% using the right scale from start does not give a good enough result. If you want to match WW voxels it is fine but to get higher quality you are better off with adding details on a larger voxels and then scaling down.

I can prove it quite easy, if you have a sphere of which the sides are not perfectly rounded more like an tetra shape, close view will show those faces, zoom out some and you won´t see them. Voxels work very similar. That is why you get gaps when you scale things up to much, if you scale down to much the voxel looks blurry so there is a fine line where quality meets the poor quality on both sides of the scaling.
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#7 lefthand

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Posted 17 December 2006 - 05:30 PM

Actually Lefthand that is not the best way. Best result is gained by scaling down 30% using the right scale from start does not give a good enough result. If you want to match WW voxels it is fine but to get higher quality you are better off with adding details on a larger voxels and then scaling down.


Lets say you make a unit that is two times the size I recommend. If you have a multi-segmented voxel then the number of segments will have to be taken and then readjusted properly in size and also replaced again. Any kind of small details you add into this mega voxel will go mostly unseen or look awkward once it gets down scaled.
In hindsight, not only did your process take longer but it leaves more variables for problems. If you miscalculated your percentages then the voxel segments will look pulled, torn or fragmented.
Meanwhile, having to readjust the size will not be a problem for me and I already have a good idea what the size of the voxel will be in game. The best voxels are not the ones that get resized but they are the ones that have been carefully crafted under the palette; which I have already invested more time into while you are still struggling with the physical layout.


I can prove it quite easy, if you have a sphere of which the sides are not perfectly rounded more like an tetra shape, close view will show those faces, zoom out some and you won´t see them.


No need to prove anything…it has already been proven to me. I spent the majority of my time creating voxels on the method you described but in the end it rarely lead to anything great. Investing in the physical features of the voxel over all else is a poor idea; WW’s voxels are a good example of this. Shading and coloring brings the soul out in a voxel.
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#8 Sherman_buster

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Posted 18 December 2006 - 01:16 AM

Shading and coloring brings the soul out in a voxel.


They do, but solid block will still look blocky and boring, no matter how good the texture is.

#9 lefthand

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Posted 18 December 2006 - 04:55 AM

Shading and coloring brings the soul out in a voxel.


They do, but solid block will still look blocky and boring, no matter how good the texture is.


Hardly, some of the most simply shaped voxels stand out better in game as opposed to physically complex voxels just because of their color useage. If you provide me with a few days I'll prove this by using a previous VXL of mine.
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#10 Jeeves

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Posted 18 December 2006 - 10:14 AM

Quite. If its simple, its neat and will have better normals, and allow for cleaner coloration. End result is far better than something complicated, which could likely look a mess regardless of paintjob.
No matter how snazzy a design may be, once its only a few pixels it has to be neat and tidy if its going to have any chance of being recognizable or visually stunning.

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#11 BobingAbout

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Posted 19 December 2006 - 09:07 AM

well, i try to make it WW size, with a 1:1 voxel scale.

60x40x20 is a good tank size. but depending what kind of tank you are making, it can be a lot bigger.

a good thing to do is start out your VXL editing by extracting a good base VXL then editing it in VXLSE II v2.1SE and VXLSE III v1.2c. i still refuse to stick to VXLSE III only, because the copy and paste tools in VXLSE II v2.1SE are far superior.
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#12 MCV

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Posted 19 December 2006 - 10:18 AM

I've decided to use a combination of a lot of things; Take a Westwood voxel, and create a new tank within the same frame.

So now, my voxels are the right size, I think the lack of textures makes them look bad though.
Very dull.
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#13 Jeeves

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Posted 19 December 2006 - 10:28 AM

Show! :thumbsupsmiley:
Or PM me something and I'll color it in a bit. Sounds like just showing off but I learnt half I know from MG doing the same to one of my voxels, but essentially if you've got the shape right its a matter of normals and color depth. And detail, but not too much.

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#14 lefthand

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Posted 21 December 2006 - 07:15 AM

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Some of you may remember this but it is an old unit I did about a year ago. A ton of detail went into the physical features of the unit but very little in color.


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Same unit but with better colors and shading. Some physical touch ups were made but they can be barely seen unless you look really close.

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#15 MaryJo

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Posted 21 December 2006 - 12:52 PM

so what's the problem with the process to make the vxl the right size? <:) . I think the results can be great in both ways, of course my knowledge on vxl making is just basic (just a few ppl have seen my vxls, Gamemate included).

to get a right size, for the nooby me, i use a WW voxel and i edit it and make it my own, of course, changing a lot of stuff, and the colour scheme and the colour details.

The way to make a vxl to get the right size depends on the creator of that voxel, each people has their own way, not just a graphic desing degree.


 





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