
Duke 3D Voxel Pack
#391 Posted 19 December 2013 - 09:56 AM
That is great, thank you.
This post has been edited by ReaperMan: 19 December 2013 - 09:56 AM
#392 Posted 19 December 2013 - 10:14 AM
ReaperMan, on 19 December 2013 - 09:56 AM, said:
That is great, thank you.
Reaperman is it too hard to learn to make these voxels?
Summer is comming ( I live in Chile, Southamerica) so I will have a little bit of more free time. Maybe I could make some voxels for Shadow Warrior and Duke Nukem...
Is there any good tutorial somewhere in the internet?
Thanks
Martin
This post has been edited by mxrtxn: 19 December 2013 - 10:16 AM
#393 Posted 19 December 2013 - 02:40 PM
Also i cant think of any tutorials being made for voxels.....
This post has been edited by ReaperMan: 19 December 2013 - 02:41 PM
#394 Posted 21 December 2013 - 05:20 PM
A big problem is that voxels are nowhere used the way we use the,. They are used in medicine, engineering and science all he time to visualise and represent volumetric data, but they are not intended to be rendered like 3D sprites. For 3D meshes there is Blender, but there is nothing similar for voxel models. I tried my hand at a few voxel models (which reminds me, I need to wrap things up and finish them), and I have the greatest respect for ReaperMan for making all those voxels.
This post has been edited by HiPhish: 21 December 2013 - 05:21 PM
#395 Posted 21 December 2013 - 05:29 PM
#396 Posted 22 December 2013 - 09:36 AM
http://www.moddb.com.../strip-to-voxel
Needless to say this a very awkward way a building voxel models, but at least it's a precise one. What I'd like to see in a voxel editor would be the ability to select parts, copy&paste them, extrude areas, rotate and translate selections and inspect slices.
#397 Posted 22 December 2013 - 09:44 AM
#398 Posted 22 December 2013 - 10:07 AM

This post has been edited by HiPhish: 22 December 2013 - 10:08 AM
#399 Posted 22 December 2013 - 10:47 AM

EDIT: well never mind apparently you have to press 'y' to get anywhere first HURRRHHHH
This post has been edited by James: 22 December 2013 - 10:50 AM
#400 Posted 07 February 2014 - 06:32 PM
First of all thanks for your work, I think voxels looks good in Duke classic mode for decorations and items.
I have made some voxels a few months ago and I wanted to submit them to you, ReaperMan, for your voxels pack (because duke3d is great and i wanted to do something for the cause

Tell me if you are interested by them, in that case I will attach them in a next post.
I think some of them are quite usable (Power Switch, Bar Stool, Clock) and other perhaps not ( especially the Traffic Cone which had a ugly back face).
I used Slab6 and Gimp and I've tried to reproduce to the nearest the originals sprites (some of them are slightly different for a pixel or two).
PS : forgive me for my english, i'm french ^^
Edit : Error in the screenshot : it's Bottle1 and not Bottle4, i'll fix the screenshot later but i don't think this will be very important ^^
This post has been edited by DotK3D: 08 February 2014 - 06:35 AM
#402 Posted 07 February 2014 - 06:36 PM
Lunick, on 07 February 2014 - 06:34 PM, said:

Thanks you, hope ReaperMan find them good to

#403 Posted 07 February 2014 - 11:53 PM
#404 Posted 08 February 2014 - 12:10 AM

This post has been edited by HiPhish: 08 February 2014 - 12:11 AM
#405 Posted 08 February 2014 - 07:12 AM
Gambini said:
One Pixel = One voxel
Gambini said:
Thanks you
Gambini said:
And you haven't see the backface yet


HiPhish said:
Thanks you
HiPhish said:
The stool was the second voxel model I've made and it was a good exercise for the others. In fact I haven't shade it after "modeling", I have picked each pixel color for each slice from bottom to top (I've made a circle in the top slice panel and colored it pixel by pixel, and so on) and interpreted the backface color from pixel on each side of the sprite, that's why the back of the stool is very dark (I don't know if it's clear


And for the clock, several choices are better than one, I think (my clock is 3 voxels thick for exemple).
#406 Posted 08 February 2014 - 11:26 AM
DotK3D, on 08 February 2014 - 07:12 AM, said:


That doesn´t sound as the best method to me. I´d probably make a strip of the side (like the sprite itself) to give it some thickness, and give it flat colors (orange for the cone and black/dark gray for the base). then rotate it 90 degrees (was this possible i think?) and fill the blanks manually. Once you got one side right, you can mirror it and as a last step you apply lighting using the lightsource from Slab6. Just a suggestion.
#407 Posted 08 February 2014 - 12:39 PM
Gambini, on 08 February 2014 - 11:26 AM, said:
Definitively not the best method, I agree, but I'm a complicated man.
Nevertheless I appreciate the suggestion

I think the method you describe work better (copy/paste the sprite in front slice panel then past it in side slice panel for the 90° rotation will work I think). I know there are lights stuff in Slab6 but I've never take a look at it.
To see if the voxel model and colors are ok, I reset the view, deactivate Normal and Face shading and set the render to Ortho cube. If it's look like the flat sprite, it's ok for me ( of course I rotate it to check the others sides, but with the cone the result was unexpected

The big problem - for me - of the cone was the greenish color on dark side and the "specular" wich give the cone his surface made of vertical lines. Perhaps, mirroring the front to the back will do the trick, I don't know.
In fact, I like voxels because it's pixel art in 3d and no modeling / shading using 3D software (from my point of view, of course), I'm more a drawer than a 3D modeler , I suppose it influence the way I work

#408 Posted 08 February 2014 - 01:30 PM
DotK3D, on 08 February 2014 - 07:12 AM, said:
Mine is three pixels as well. I'd say we should go for your clock because you have the broken model as well, I only had the regular one. That way we make sure it stays consistent and the shading isn't off between the two or something along those lines.
#409 Posted 08 February 2014 - 02:22 PM
HiPhish, on 08 February 2014 - 01:30 PM, said:
Good remark, you are right about that.
#410 Posted 08 February 2014 - 04:46 PM
#411 Posted 09 February 2014 - 05:35 AM
Content of the zip file :
-> voxels_files : a folder with my voxels files
-> duke3d_voxels_modified.zip : your original voxel pack renamed with the additionals voxels and the def files
-> voxmap.map : a test map with only the additionals voxels
Note 1 : I added the last files if you want to test them directly in duke without making yourself the def files, I used additionals folders in the zip and rename it because I don't wanted to mess with your original work.
Note 2 : If I remember correctly, there is problem with the poles and the panels "One Way" in the map Going Postal (E4L6 if I'm correct), perhaps a MapHack can fix it, but I don't know how to do it.
Note 3 : Finally, I'll try to fix the back of the traffic cone in the next week, but I'm busy actually. Forgive me if I don't do it.
I hope you'll include some of them in your pack.
Attached File(s)
-
dn3d_voxelpack1.zip (312.14K)
Number of downloads: 648
This post has been edited by DotK3D: 09 February 2014 - 08:36 AM
#412 Posted 09 February 2014 - 04:05 PM
#413 Posted 09 February 2014 - 04:23 PM
ReaperMan, on 09 February 2014 - 04:05 PM, said:
That's good news. Can you post a list with the sprites you're currently working on ?
#414 Posted 09 February 2014 - 05:00 PM
Edit: Also stuff that has been done by others...
-Table by Gambini
-Camera by 3DR ( found by mxrtxn)
-Power Switch, Bar Stool, Clock, Cone, Roadblock, Plate, Pole, Cocktail Glass by DotK3D.
.......If i missed anything please inform me.
This post has been edited by ReaperMan: 09 February 2014 - 05:28 PM
#415 Posted 09 February 2014 - 05:29 PM


Those I want to do for information : Hydrent & Hydrent broken (#981 & #950 in Art file 003) ; Hanglight (#979 in art file 003) ; Protective Boots ; Please Wait to be seated Sign (#716 in art file 002) ; Fire Extinguisher (#916 in Art file 003) and of course Atomic Health (Challenging one !)
Please tell me if anyone on one of them, I'll remove it from my list.
Of course I'll try to fix the cone before starting new voxel.
Also I wanted to test a wall texture, like a door or automated teller machine texture, I don't know if it's possible (and if it is really useful).
About the turret, I wanted to do it after Bottle1, but when I tried to flip Bottle1, the voxel didn't flip.
I have the idea of making additional arts and voxels for flipped sprites and use EVENT_LOADACTOR on Bottle1 to change the sprite and the voxel associated but finally I decided to wait for a version of eduke32 with better voxel support and drop the turret.
Do you have a plan to bypass this problem ?
PS : It's been a while since i checked eduke32 release, if the last one permit voxel flipping, forgive my question and tell me, I'll download it right away !
Thanks for the informations.
This post has been edited by DotK3D: 09 February 2014 - 06:02 PM
#416 Posted 09 February 2014 - 05:53 PM
DotK3D, on 09 February 2014 - 05:29 PM, said:
No not really, i haven't put it in game yet. More frames need to be done.
DotK3D, on 09 February 2014 - 05:29 PM, said:


Feel free to give it a try. Also don't forget to add texture to all sides of the voxels, having the same color stretched across the sides makes it look weird. Also don't forget the back.
This post has been edited by ReaperMan: 09 February 2014 - 05:53 PM
#417 Posted 09 February 2014 - 06:07 PM
ReaperMan, on 09 February 2014 - 05:53 PM, said:
Ok but I think I'll go for the Please Wait Sign next and the Hanglight first.
Tell me if you want me to correct some I've made.
This post has been edited by DotK3D: 09 February 2014 - 06:11 PM
#418 Posted 09 February 2014 - 06:18 PM
DotK3D, on 09 February 2014 - 06:07 PM, said:
Tell me if you want me to correct some I've made.
Thats fine, anything that needs to be changed can be done at a later time.
#419 Posted 09 February 2014 - 07:25 PM
ReaperMan, on 09 February 2014 - 06:18 PM, said:
Ok.
I was thinking about stretched color on sides and the "forgotten" back. I suppose it's about the Bar Stool and it's dark side.
In fact, I assumed the light position based on the specular on the copper-like part from the top of the stool.
I picked the sides colors and tried to darken them to the back, but the sides are already really dark, and I had few dark colors left.
I fact I really spent a lot of time to do the back side !
I realised to late that the stool will not always be turned on the good side in the map, but I found it looks good in Slab6

So i suppose you prefer to have cylindric sprite without the dark shade in the back. I'll keep that in mind for the Hydrent and the Fire extinguisher.
Edit : I have understand, I think. I reviewed your voxels and it's like you use two light sources : one on front, one on back.
PS : sorry for the smileys and long posts, I have just realised it not really pleasant to read, I'll try to lighten my text. But it's the first forum I post, I only read them usually and it's all new for me !
This post has been edited by DotK3D: 10 February 2014 - 08:24 AM
#420 Posted 10 February 2014 - 02:11 PM
DotK3D, on 09 February 2014 - 07:25 PM, said:
Well, actually i was referring to any part of the voxel you wouldn't normally see. Such as the back of a switch, or bottom of a fire hydrant as some mappers may use them in different ways then attended, so every side needs texture.
I personally try to avoid having really dark shadows on any voxel, as having a side of all black looks bad.