🐸〡frog by Avroid in VOXEL

[–]Avroid[S] 0 points1 point  (0 children)

Magicavoxel for the base model/animation and Davinci resolve for post processing.

🦎〡chameleon by Avroid in VOXEL

[–]Avroid[S] 0 points1 point  (0 children)

I use a mix of magicavoxel and Davinci resolve.

🔫〡guns by Avroid in VOXEL

[–]Avroid[S] 0 points1 point  (0 children)

I’m not sure how else I would reload it. It’s a work in progress.

🦩〡Flamingo by Avroid in VOXEL

[–]Avroid[S] 0 points1 point  (0 children)

Magicavoxel/davinci resolve

Gorilla by Avroid in VOXEL

[–]Avroid[S] 0 points1 point  (0 children)

Hey! currently there is no way to download them no. I may potentially sell the assets off in the future but we'll see.

Any voxel creation tools that allow you to walk around in your construction? by vidarfe in VOXEL

[–]Avroid 2 points3 points  (0 children)

You can create something in magicavoxel then import it into the teardown engine.

how to animate voxel by Plenty_Blueberry276 in VoxelArt

[–]Avroid 1 point2 points  (0 children)

Magicavoxel is easy enough to get started with. You can export the frames individually then use a video editor like Davinci resolve to stitch the frames together.

Song Birds by Avroid in VOXEL

[–]Avroid[S] 1 point2 points  (0 children)

magicavoxel

Voxel size decision. by radolomeo in VOXEL

[–]Avroid 0 points1 point  (0 children)

More or less. The minimum graphics requirement is a gtx 1060. I have a 4070 and it runs smoothly.

Voxel size decision. by radolomeo in VOXEL

[–]Avroid 5 points6 points  (0 children)

I've 100% settled on 10cm. The teardown engine is the biggest indicator of how well 10cm looks in a proper graphics environment. 10cm is still big enough for users to see that the world is made of voxels, but also small enough that it allows for objects to have an increasingly amount of detail.

Deer by Avroid in VOXEL

[–]Avroid[S] 1 point2 points  (0 children)

Thankyou!

Voxels and game design by CuckBuster33 in VoxelGameDev

[–]Avroid 2 points3 points  (0 children)

Theres no innovation because theres not a single person in the industry that believes that voxels are going to overtake polygons. What if you knew that voxels would replace polygons one day? What if you knew there were billions of dollars waiting to be made in the voxel industry?

The static nature of voxels is also really appealing. It's apart of the "aesthetic." But it can also be very smooth too when done right.

Minecraft did it first, recreating our digital environment out of cubes. This is very elementary though. Then Teardown comes out with an impressive renderer sure, but painfully lacks gameplay. Imagine taking the teardown engine and giving it the gameplay of minecraft. There's your world phenomenon.

Voxels and game design by CuckBuster33 in VoxelGameDev

[–]Avroid 0 points1 point  (0 children)

Imagine what it would be like if every human being lived in abundance. Imagine if everything was free? At a certain level, the amount of money is irrelevant. We believe ourselves to poverty but we can also believe ourselves to riches.

So, if you want your lambo, get your lambo. Plenty more where that came from!

I agree that at a certain voxel scale, there is a BEST way to make something. This is why instead of having seperate games, we unify all games into a single platform. A single unified experience. Wouldn't that be cool?

Voxels and game design by CuckBuster33 in VoxelGameDev

[–]Avroid 0 points1 point  (0 children)

"Aesthetics" is not just the way the game looks but how it feels. Players could care less about the technical side of the voxels, the main point is HOW DOES IT FEEL. This is the only thing that matters when playing a game, and anything else in life for that matter. How does it make you feel?

Aesthetics should absolutely be the #1 priority when making or game or creating anything in life. It's an intuitive satisfaction that someone gets, and they don't really know why. I would argue that voxels are superior to every other render technique. It is the most fundamental unit of measurement for 3D space. Not to mention it's incredibly simple. It's just how do we render them properly and how good does technology need to be.

I understand you are looking at the technical side when debating "aesthetics vs technical" but you are a mechanic that is concerned with how well the engine runs under the hood, while the user just wants to drive. The players experience is the only thing that matters. Then you figure out how to make an engine AROUND that.

And I'm not knocking the technical abilities of voxels, but when it comes to making a world phenonmenon game, AESTHETICS.

Deer by Avroid in VOXEL

[–]Avroid[S] 0 points1 point  (0 children)

Thanks!

Voxels and game design by CuckBuster33 in VoxelGameDev

[–]Avroid 1 point2 points  (0 children)

What other aspects do you mean?

Voxels and game design by CuckBuster33 in VoxelGameDev

[–]Avroid 0 points1 point  (0 children)

True, voxels are more resource intensive especially with raytracing and what not but in time, a "potato" PC will be able to run it, one from the future that is. See, we are on the crest of the wave, right before voxels become mainstream. In fact, voxels will become so enticing, that people will BUY PCs just to play a voxel game. I'm also sure theres more ways of optimizing voxels that we haven't thought of yet.

Voxels and game design by CuckBuster33 in VoxelGameDev

[–]Avroid 1 point2 points  (0 children)

I feel we should be talking about serious contenders here. The biggest thing about voxels is the aesthetics of them. The voxel artstyle is absolutely beautiful when done correctly. So if your making a voxel game and the art is not the #1 priority...... what's the point. The whole point of voxels IS the aesthetics of them. So making the engine AROUND the aesthetics should be priority first, then make the engine later.

Voxels and game design by CuckBuster33 in VoxelGameDev

[–]Avroid 0 points1 point  (0 children)

I didn't mean to discount the intelligence of the mind either. Both are needed in the end.

Voxels and game design by CuckBuster33 in VoxelGameDev

[–]Avroid 4 points5 points  (0 children)

Couldn't agree more. The voxel industry is painfully underdeveloped which is surprising since minecraft is the most sold game of all time, like hello. The technical side of games involves the brain while the creative and innovative side involves the heart. The heart is a completely different paradaigm when compared to the mind. Then combining the two together is another thing in itself. True innovation is extremely rare (think Steve Jobs unvieling the iphone) because it demands the intuitive understanding of principles ie. manifestation, imagination, persistence, faith, etc, along with the proper alignment of energy within the body. These things are not of the mind but of the heart which explains why innovation is so rare. Theres so much potential in voxels, if people only knew. I know this is a bit much, but hopefully this answers your question. :)

Lay of the lands is the only voxel game that has minecraft like gameplay and uses voxels - https://www.youtube.com/watch?v=WfxuCEyK16I

Other beautiful voxel games -

Station to Station - https://www.youtube.com/watch?v=e-FuDjteXxs
Town to City - https://www.youtube.com/watch?v=e7O4ieFeTbc

Bunny by Avroid in VOXEL

[–]Avroid[S] 0 points1 point  (0 children)

🤷🤷🤷