Of course, it has its own limits too, which is why it might not be the best choice for certain projects. Moreover, compared to other 3D software, voxel art is considerably more accessible and has an easier learning curve. It gives the artist the ability to design their projects to an extremely detailed level while still being able to quickly establish the overall shape and structure of their project. You can use voxel art to create 3D models of objects, architecture, environments, or even games. Voxel art is a great choice for projects because it offers an incredibly high level of creativity and customization. Since then, I have not stopped working with it. So I decided to download and try it for myself and instantly fell in love with the medium. Reynolds, experimenting with MagicaVoxel (a free voxel editor), I was intrigued by the fresh and fun way to exercise creativity. Upon seeing a post from a fellow artist, Timothy J. I think I've remembered this all correctly, but other folks feel free to chip in.I had been working as a freelance 3D artist/motion designer for several years when I was first exposed to voxel art in 2016. you can switch back to your original palette now too. I often use the Scale tool on the right side to shrink down the Z axis and get the size I want. A voxely shape will appear, which you can do whatever you like with. for terrain you want it on the 'floor' of the object etc.Ĥ - Click into the command console (or hit F1) and type "xs height" to make the magic happen. Then rotate the object on whatever axis you need for your purposes. It'll drop in, but it'll shrink the object to fit it, so you'll need to make sure you have "126 126 126" in the top right and get a full cube again. png file you just made into the empty object. Here's what i painted for my riverģ - Add a new object in MV with the + symbol, switch to palette 2 (that's IMPORTANT) and just drag your. The lighter the shade of the pixel, the taller the resulting voxel will be. Return ( v.z <= height ? iColorIndex : 0.0 ) Ģ - Use photoshop or similar, make a new 126x126 square image with a black background, and paint patterns in grey on it. Height = height * 0.5f - 1.0 // map to range generate new voxel color index at position vįloat height = 255.0 - voxel( vec3( v.xy, 0.0 ) ) // depends on palette float voxel( vec3 v ) // get voxel color index at position v uniform float iIter // current iteration index uniform float iNumFrames // total num of anim frames uniform float iFrame // current anim frame index uniform vec3 iAxis // current axis mode uniform vec3 iMirror // current mirror mode uniform float iColorIndex // current color index uniform vec3 iVolumeSize // volume size Apologies for the wall of text/pics!ġ - Create a Notepad document in your Shaders folder (in your MV install) named "height" with the following text in it I had to paint him black because I was already using his shade of white as the lights on the droid and he turned into a lighthouse when i pasted him in. I pasted in my Ludens statue from a previous piece to cast a human shape shadow and give the impression of a fully-realised scene from the DS world. You'll notice a lightbox hovering off to the back, this was to get the right kinda sun-glare off the water while staying in uniform lighting for my overcast atmosphere.įinally(?) you'll notice an unseen person walking in front of the droid and casting a shadow in my finished shot, to depict Sam Bridges the Death Stranding protagonist leading the way. I embedded my pre-made rocks and depicted churning water by painting white highlights. The river was also a heatmap! I wanted a very specific choppy water shape that I eventually got from the heatmap gods, I'll explain how if people want specifics later. Here I've done grasses, rocks, and the lumpy mossy riverbank all with heatmaps! It was my first time trying heatmaps and it took a lot of experiments in photoshop, but I can't imagine doing it any other way. I figured I'd prepare a little asset library for myself so I could 'paint' a landscape with them. So after finishing the droid itself I decided to go fully ape shit and try to replicate the green icelandic/scandi landscape we see in the trailer, but had no idea how to start it. You'll notice some wacky junk on the left which I'll come to next! This was an iso shot w/ uniform lighting, x8 bounce, number 7 blade, and max bloom to get the emission looking perfectĮdit screens: roughly grouped into droid, base terrain, and foliage/extras/fx. My ref throughout was the Death Stranding E3 2018 trailer here.
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