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Voxel art
- stared 10y agoOne of the take-home lessons from the last Global Game Jam was that there is https://ephtracy.github.io/ https://ephtracy.github.io/ which can produce stunning voxel art (I saw quite a few participants using it).
- BatFastard 10y agoSome beautiful work! That is one of the many things I like about voxels, the ability to produce so many different styles from the same base with ease.
- amelius 10y agoWell, this is not surprising because, basically, it is LEGO without the interlock-studs :)
- pgz 10y agoWhen I see this beautiful art, it makes me want to play with Voxeljs. Sadly I'm a developer, so what I make would not turn out so pretty.
- noelwelsh 10y agoHave faith in yourself! You can go a long way with generative art, which boils down to applying algorithms to build interesting pictures. Building an really good generative artwork requires a lot of work, but the techniques are those of the developer.
- herrherr 10y agoAny hints on where to start?
- lmm 10y agoStart with something that looks a bit like something you might want to make into art. One of the standard fractals, Perlin noise with a fixed seed, anything that's got a bit of randomness to it. Look for a section that's inspiring. Then look to see if you can tweak the logic to make that closer to what you want it to be.
- noelwelsh 10y agoDepends what interests you, but some suggestions: - Google "generative art". You'll find lots of images and you can usually work out roughly how they were made. Try to reverse engineer them and create your own facsimile. - Check out links here http://blog.hvidtfeldts.net/index.php/generative-art-links/ http://blog.hvidtfeldts.net/index.php/generative-art-links/ - Manning have a book here: https://www.manning.com/books/generative-art https://www.manning.com/books/generative-art - GRATUITOUS SELF PROMOTION ALERT! I'm working on book which is part functional programming (in Scala) and part generative art. Current draft is here: https://dl.dropboxusercontent.com/u/8669329/creative-scala.pdf https://dl.dropboxusercontent.com/u/8669329/creative-scala.p... Code is here: https://github.com/underscoreio/doodle https://github.com/underscoreio/doodle Discussion forum is here: https://gitter.im/underscoreio/scala https://gitter.im/underscoreio/scala Feedback very much appreciated!
- HiroshiSan 10y agoI don't think it has anything to do with you being a developer...this stereotype has to die.
- vox_mollis 10y agoMaybe. But in all my long experience, this stereotype is extraordinarily accurate.
- archimedespi 10y agoI know several devs who make music. It's not that accurate.
- worldsayshi 10y agoWell, becoming good at anything takes heaps of time. Time spent learning to dev is time not spent learning art. Vice verca.
- danneu 10y agoMight as well say "because I watch Netflix, what I make would not turn out so pretty".
- Aperson4321 10y agoas someone who do both I have to say two things if you see beautiful art and feel a yearning to explore art it probably means you might have some talent for it. the best place to start in my opinion is by learning about colour theory which is one of the fudamentals of visual art, like with programming learning some fudamentals at the beginning saves alot of time in the long run. Learning how to use colours will instantly stop the stuff you make from looking like it is made by a 5 year old, it will make it look at minimum presentable and something you will want to show to other people and that they will react positively to. It is a time taking investment but a very emotionally rewarding one.
- rhaps0dy 10y agoDoes anyone know of voxel media without distinguishable individual voxels? In 2D there is both pixel art and regular art. I'm curious if 3D works with that, or only with vector graphics.
- _0ffh 10y ago"In 2D there is both pixel art and regular art" I'm sorry, but this just cracks me up! LOL! (To explain, "regular art" was and still is pixel art, and "pixel art" is pixel art at an artificially low resolution, emulating the lower hardware capabilities of old machines.) And to answer your question: When computers get fast enough and have enough memory, you could have voxels at higher resolutions. When individual voxels do practically get too small to see, you have the analog of what happened with pixel art.
- grenoire 10y agoYour own definitions do not even add up. Regular images (not regular art) are technically infinite resolution images with the only limitation being the 32bpp colour scheme (which can go up infinitely too, but displays are a limitation) Pixel art is a style and movement replicating the low resolution and limited colour (and sometimes other limitations such as sprite limits per scanline of NES) sprites, especially of older games.
- _0ffh 10y agoI was making a good natured comment, and not trying to put anyone down. And I cannot see any inconsistencies in my explanation. We were calling pixel artists "pixel artists" before "pixel art" came to be a distinctive low resolution style. That's just a fact. And, no, there is no such thing as infinite resolution.
- grenoire 10y agoThere is infinite resolution, just not infinite space.
- xabi 10y agoHere two of the best voxel editors: https://voxel.codeplex.com/ https://voxel.codeplex.com/ http://guillaumechereau.github.io/goxel/ http://guillaumechereau.github.io/goxel/
- dazzawazza 10y agoIt's not free but I believe that Qubicle [http://www.minddesk.com/ http://www.minddesk.com/] is the "goto" voxel editor. I'm the coder of Smith and Winston [http://www.indiedb.com/games/smith-winston http://www.indiedb.com/games/smith-winston] and we've found Qubicle to be the best by far.
- deleted 10y ago[deleted]
- Vekz 10y agoAdding VoxelShop to the list: https://blackflux.com/node/11 https://blackflux.com/node/11
- aaronharnly 10y agoGoogle cache: http://webcache.googleusercontent.com/search?q=cache:qEfmiDORpcoJ:saymygame.com/ http://webcache.googleusercontent.com/search?q=cache:qEfmiDO... archive.org: https://web.archive.org/web/20160306141123/http://saymygame.com/ https://web.archive.org/web/20160306141123/http://saymygame....
- eigenvalue 10y agoVery nice work! I like the combination of the discrete/precise geometry with the haze/fog atmospheric effects. I also make architectural art in 3D but prefer the geometric flexibility of NURBS rather than voxels. (shameless self promotion: https://www.instagram.com/jeffreyemanuel/ https://www.instagram.com/jeffreyemanuel/ )
- cousin_it 10y agoTwo years ago, after seeing the incredible art style of Fez, I became a big fan of voxel-based sculpting. I implemented my own WebGL voxel editor and started a Tumblr with some example creations: http://eachothersbreath.tumblr.com http://eachothersbreath.tumblr.com. Unfortunately it didn't take me long to feel the limitations of that art style. The lack of sloped surfaces is a huge problem, which can't be mitigated even with custom shaped voxels. Past a certain point, tasteful low-poly modeling (like http://www.chelseasaunders.com http://www.chelseasaunders.com) is both easier and looks better, especially when animated.
- LukeB_UK 10y agoI've not tried voxel art yet, but I've been playing with pixel art for the past 18 months or so and the limitations are actually fun for me. It means that you have to come up with some creative solutions.
- cousin_it 10y agoJust like pixel art, voxel art looks great in a parallel projection where all voxels have the same visual size. But in a perspective projection, when some voxels are much closer to the camera than others, the limitations become insurmountable. It's similar to early FPS games like Doom, where enemy sprites would become very pixelated up close. The wakeup call for me was unlocking first person mode in Fez and slowly realizing that it doesn't look too good, even though the same scene would look amazing in side view. I think the closest 3D analog to pixel art is not voxel art, but low poly art with low resolution textures. Something like this: http://orig03.deviantart.net/c602/f/2012/065/8/f/lowpoly_naked_power_bike___biker_by_multivitamin-d4ry5ky.png http://orig03.deviantart.net/c602/f/2012/065/8/f/lowpoly_nak... is a restricted aesthetic in its own right, and looks great in a variety of views, but would be very hard or impossible to do with voxels. It's a shame that few people are pursuing that direction nowadays, everyone is jumping on the voxel bandwagon.
- dave_sullivan 10y agoI agree re: low poly models (to achieve an aesthetic instead of for performance) being the next generation of pixel art. The Witness had a very distinct visual style where the models are almost entirely low poly but the textures are high res and lighting, post processing, etc. are all modern. There's a lot that can be done there. Btw, does anyone have any examples of this they like? Games, old or new, that used low poly exceptionally well? Several PSX games come to mind for me...
- k_vi 10y ago"Error establishing a database connection."
- hawski 10y agoGlobal illumination adds lots of charm to most of the works there. I personally like the minimalist 3d style and global illumination of some sort makes even single cube alive. I think that simple 3d models with GI effectively make programmer's art that look minimal, but not necessarily cheap.
- julienmarie 10y agoI recognize your work, Antoine :) Nice to see you on front page of HN
- kdamken 10y agoClicking any of the pieces gives me the WordPress "Error establishing a database connection" error. Not sure if it's just the hacker news hug of death, but it would be worth taking a look and seeing if your hosting is having trouble with the number of visitors you're getting.
- Sir_carma 10y agoHey guys! I'm Sir_carma, the author of this portfolio :) Just discovered this thread! Thanks for your kind words. Sorry for my website having problem handling so many visits coming from HN :x Really need to change provider. If it still doesn't work for you, you can check my art on my twitter page : https://twitter.com/Sir_carma https://twitter.com/Sir_carma And don't hesitate to ask me questions over there, I'll gladly answer! Cheers Sir_carma
- cousin_it 10y agoWelcome to HN! And thanks for the great work.
- dahart 10y agoReally nice work, it's inspiring. Tell us your basic motivation and process, and how long these take you, so I can at least up vote you again.
- Sir_carma 10y agoThanks! For motivation and process, you can learn more on this interview: http://80.lv/articles/sir-carma-magica-voxel-was-like-having-infinite-legos-in-my-computer/ http://80.lv/articles/sir-carma-magica-voxel-was-like-having... For the time it takes to do that, really depends on the size of the scene. For example, the recent temple I made took me around 5 or 6 hours.
- said 10y ago
- MrBuddyCasino 10y agoFantastic. I would pay top dollar to play a Zelda: Link To The Past version in this style: http://saymygame.com/zelda-3d-tribute-voxel-art/ http://saymygame.com/zelda-3d-tribute-voxel-art/
- Frenchgeek 10y ago3D Dot Game Heroes?
- advertising 10y agoThe zelda one, oh sweet nostalgia, love it - http://saymygame.com/zelda-3d-tribute-voxel-art/ http://saymygame.com/zelda-3d-tribute-voxel-art/
- willvarfar 10y agoWhen I was young and first dialed up to the budding Internet I somehow found myself making modding tools for games, including voxel editors for Tiberian Sun. A few years back I found some exes and they still ran in Wine: http://williamedwardscoder.tumblr.com/post/69583927490/i-was-packing-away-an-old-unused-computer-that-id http://williamedwardscoder.tumblr.com/post/69583927490/i-was... Thanks got reawakening fond memories :D
- curyous 10y agoMost of the shots are rendered using Magicavoxel, which make things looks fantastic with its realistic shadows and reflections. Anyone know how that's done? I've used the program and it renders those scenes very quickly.
- L_226 10y agoHave you thought about 3D printing these? Not sure how you'd colour them but could be interesting.
- Sir_carma 10y agoI did :) http://saymygame.com/zelda-voxel-3d-print/ http://saymygame.com/zelda-voxel-3d-print/ but no colors