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Wednesday, December 4, 2013

More statues

Here are other screenshots showing some statues. I did not create this cat statue. It was a model I found free for download on the web. In each case the model was voxelized and "pasted" into the scene.




Bringing components other have made beats sculpting them yourself. The question is how simple we can make this process for the average player.


21 comments:

  1. wow nice. what about the church from feb. in 2011 is that voxelized to?

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    1. It is voxelized too, but from a different source. That church is procedural, it was synthesized from a bunch of rules running in a LSystem. The output of this is a large number of polygonal units, which are voxelized.

      That church was not created by an artist, unlike the cat statue here.

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  2. How about a chisel tool: The longer your click is the stronger the blow. We could sculpt anything!

    Also a sandpaper tool, so we can smooth out some places :)

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  3. so as an Idea / question, how hard would it be to transform a disconnected chunk of the world from voxels to "model" (rotatable/movable) and then voxelize it again... (say if you cut a piece of rock from its' base, the chunk collapsed, then was re-voxelized once it crashed into the ground with some terrain around it raised up a bit and some dust clouds)

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    1. We do that already. I will show this later.

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  4. You mean how easy can 'we' (you) make a tool with which you import models from the outside?

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  5. This is not a single man's project anymore. There are others working on the engine now. "We" is everyone at Voxel Farm Inc. and hopefully anyone who adopts the engine for a project.

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    1. Now you're just teasing, my first tastes with this engine will be when the EQ landmark beta comes out :D but that's months away! :(

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  6. This is really cool... as always.

    From earlier videos, I was under the impression you could import models as voxel brushes. Anyway, if there were an intuitive pipeline for that, like an "import" menu command for that does the conversion, that would seem best.

    I'd be really interested in seeing modular architectural set-pieces that are designed to fit together (walls, corners, and variations), so one could quickly build a nice mansion or palace or whatever out of the pieces. It's something we've been experimenting with for Darkmod.

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  7. How much voxel data is that? Comparatively speaking?

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    1. This world contains the statues, a small house, the Golem statue from the earlier post and a workshop where I try many different things. The save file is around 4 Megabytes (compressed)

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  8. So, uuhm, on another topic, is that second water related post still going to come? =P This is cool and all, but you also said you'd do another water-related post =D.

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    1. Yes there is at least another water related post coming.

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  9. If you can voxelize a mesh can you make a mesh from a voxel structure. Why can't you build a giant table size ten then mesh it and shrink the mesh to the size of a real table with a level of detail that is below the smallest voxel because its a mesh. Sealing the bottom of the mesh may be the problem but given that things don't fall yet (Oups is that a statue head rolling buy?) it may not be a problem.

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  10. Why not go ahead and post this game for people to download and have a mod api to let modders inspire you?

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    1. Lol He wants to eat next week that's why its not open source. People will pay to play. Its in several games and several pending.

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  11. Have you found a way to apply customized textures to objects? For example, if someone wants to make a sign, if they could spray colours/stamps/decals onto surfaces similar to the forza paint editor it would be really handy.

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  12. I don't understand the question on how easy it can be made for the average player. The real problem is having the proper import format but there are now so called more or less standard formats for mesh objects. Digitizing a triangle isn't that complex. So basically, given a final size of your object in voxel terms (lets say you want the statue to be 100 voxels high regardless of the original size of the mesh model), it is a simple matter of digitizing each triangle, no ? digitization is additive so it doesn't really matter if different voxel triangles share common voxels. Of course, this way you create only the outer hull.. a filled object is more complex of a question. The question on how you digitize a triangle (18-connected or 6-connected) is another question. Lastly, using multiscale digitization schemes (with different size voxels) is a last one. If you are able to determine curvature on your mesh you can automize that as well.

    So, what is your problem exactly of making this automatic ?

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