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Full Version: Funny thing at the opposite of Moi ;)

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From: amur (STEFAN)
5 Sep 2018   [#368]
Testing my Voxel workflow, to get nice quad meshes.

Export as .vox from Magica Voxel and then import into Cubik Studio.
After that export .obj and in Shade3D merge all faces and make them
quads. Then into ZBrush and UV and bake texture from Polypaint.

With this quick workflow in can render then nice Voxel forms, with
wireframe render. Image shows little girl from Magica Voxel.

girl_MV

Regards
Stefan
From: Frenchy Pilou (PILOU)
5 Sep 2018   [#369]
@Magica Users

Eureka! (no need the program above! ;) (sorry for the late resolution of the mystery! :)
(so a free solution)

It was so simple as usual! :)

You can make one Drag and Drop MULTIPLE in one time!!!

So if you have several separated objects inside MagicaVoxel when you Export them you obtain several OBJ file with different name (name01, name02 etc)

So you can make a Drag & Drop Multiple to SimLab Composer Light!!!



For MagicVoxel you must be in "Edit Mode" !


From: Metin Seven (METINSEVEN)
5 Sep 2018   [#370] In reply to [#364]
Thank you Stefan!

I started my first voxel works in 3ds Max, around 2006 or so I guess. There was no dedicated voxel editor that I know of back then. I used the 3ds Max grid snapping and extruded faces of a tesselated cube.

Some time later I discovered a voxel editor by an independent developer, called Paint3D for Windows. I made a lot of my early voxel works using that, but I believe it doesn't exist anymore. Its website — http://paint3d.net — seems unresponsive.

Some other editors followed, such as Sproxel — http://sproxel.blogspot.com/2011/07/sproxel-v04-released.html — but that's also discontinued.

Then I bought Qubicle Constructor — http://qubicle-constructor.com — and used that for a while. It's quite a competent voxel editor.

I've also used Voxel on the iPhone / iPad — http://www.flatblackfilms.com/Voxel/voxel_index.shtml — for a while.

Another voxel editor is VoxelShop — https://blackflux.com/node/11 — but it runs on a Java layer, which I dislike.

The past few years I've been using MagicaVoxel. It's rapidly evolving into the ultimate voxel editor. I really like its UI, speed, smooth workflow and versatility.

Regards,

Metin

———————

visualization • pixel art • illustration • animation • 3D design — https://metinseven.nl
From: Frenchy Pilou (PILOU)
5 Sep 2018   [#371] In reply to [#370]
Goxel is some cool and had a little langage behind (not obligatory ;)

https://blog.noctua-software.com/goxel-procedural.html
From: amur (STEFAN)
5 Sep 2018   [#372]
Thank you Metin, for the detailed explanation!

I like MagicaVoxel too, after exploring it's feature set and like also it's modeling
environment. The only thing i dislike is it's mesh export (no nice quads), but
for this i found my solution. Texture support for import would be also a nice
feuture to have, but for a free app i can't complain... ;-)

Regards
Stefan
From: Metin Seven (METINSEVEN)
5 Sep 2018   [#373] In reply to [#371]
Goxel looks interesting, thanks Pilou.
From: Metin Seven (METINSEVEN)
5 Sep 2018   [#374] In reply to [#372]
My pleasure, Stefan. I agree, MagicaVoxel is the star of the voxel show at the moment.
From: archetype (FABIENF)
5 Sep 2018   [#375]
Hi all,

Since we're talking about voxels here frequently - did anyone check out Cinema 4D's Volume modeling system (based on OpenVDB) yet?

From playing with the R20 demo version a bit and looking into a lot of intro videos, it actually seems to be an extremely powerful and versatile tool. Likely a game-changer for a lot of organic modeling tasks.

I presume this is very much like the MOP Booleans Kit for MODO, though I am not exactly sure. 3DCoat has voxels at it's core too, but afaik, they are not working in a non-destructive fashion - which is what makes it so powerful in C4D. Almost anything that generates geometry (including splines, particles, even shaders) can be used and combined (in boolean fashion) which is quite an amazing feat.

Here are some interesting links:

https://www.youtube.com/watch?v=xR2Uozqcd0M

https://www.cineversity.com/vidplaylist/volume_3_siggraph_2018_rewind

https://twitter.com/i/status/1034485610193608705

- Fabien
From: Metin Seven (METINSEVEN)
5 Sep 2018   [#376] In reply to [#375]
Hi Fabien,

Thanks for the links. C4D's OpenVDB volume modeling looks very useful, but except for the interesting non-destructive approach I see nothing that wasn't already possible using ZBrush and/or 3D-Coat, both of which are also based on voxels.

ZBrush offers Live Booleans, which also offer you to manipulate Boolean sub-objects in realtime until you're satisfied. And you can smoothly melt everything together using Dynamesh or Boolean + Tessimate.

The C4D screwdriver creation video reminds me of the recent Project Primitive deformer addition in ZBrush 2018. A really powerful tool once you get the hang of it:



In Blender you can mimic OpenVDB's type of combining and melting together meshes using Dyntopo in Sculpt Mode.

There's also a free OpenVDB Blender add-on offering the functionality to Blender users (too bad there's no version for Blender macOS yet):

https://blenderartists.org/t/addon-openvdb-remesh/1102023

What I miss in both Blender and C4D is an advanced auto-retopology tool like Zbrush ZRemesher or 3D-Coat Autopo, following the flow of an object with clean, all-quad topology, suitable for subdivision.

Regards,

Metin

———————

visualization • pixel art • illustration • animation • 3D design — https://metinseven.nl
From: archetype (FABIENF)
5 Sep 2018   [#377]
Hi Metin,

Thanks for chiming in. I can see that if you are more into purely organic modeling and perhaps character design and sculpting, zBrush and 3DCoat will be much better.

As for me though, I feel much more comfortable having parametric objects and complete non-destructive tools at my disposal.

I'm a (product) designer, so being able to tweak a concept easily and almost infinitely makes a lot of sense, especially since you can throw in some primitives and other elements that are more less well defined (in a numeric/technical) way. You have a lot of control in C4D, and most parameters take actual measurement values. Not to mention non-destructive falloff objects (called 'fields' in R20) for even more control.

I guess it all depends on your mindset. Although I have both zBrush and 3DCoat, I never really enjoyed working in them - I find the sheer amount of tools and panels in both apps a bit overwhelming to be honest. It's why I prefer MoI to Rhino, which I happen to own as well.

I'm going to test C4D some more. I've used it quite extensively some 15+ years ago, but never really touched much thereafter, and used Modo for (mostly) rendering instead. R20 has some compelling features though, so I'm reconsidering adding it to my toolbox again.

- Fabien
From: Frenchy Pilou (PILOU)
5 Sep 2018   [#378]
Pixolator is always the genious artist creator of ZBrush! :)


From: amur (STEFAN)
6 Sep 2018   [#379]
... and a little portrait test. :-)

image

Regards
Stefan
From: Frenchy Pilou (PILOU)
6 Sep 2018   [#380] In reply to [#379]
<<< Texture support for import would be also a nice
feuture to have, but for a free app i can't complain.
@Stefan
Hello
In Magica Voxel you can Import an Image PNG 126*126 in Edit Mode so 126*126*1 inside MagicaVoxel
(only Drag&Drop : menu Import don't yet existing)
increase after import the general matrix following that you want
Larger scene area: (-1024, +1024)
Maximum matrix is : 512x512x512, 1024x512x256 or 1024x1024x128

As you can make one Multiple Drag&Drop image(s) you can have the same than above! ;)
Just find something who trim your original image in step 126*126 pixels on some png files ;)

After import image you can of course make some landform with some extrude following matrix aceptable

The OBJ export will report all this! ;)
Here after some extrude and increased the 126*126*1 matrix

From: amur (STEFAN)
6 Sep 2018   [#381]
Hi Pilou,

i'm aware of picture import, but as you can see in your example
the color palette in MagicaVoxel is very bad...

I was also refering to .obj import with color textures, which i have
not seen yet in MagicaVoxel.

Regards
Stefan
From: Frenchy Pilou (PILOU)
6 Sep 2018   [#382] In reply to [#381]
>>Very bad ?
it was the exact reflect of the original picture! :)

I believe that you can import a palett with colors of your original image!
the original is only126*126! ;)



From: amur (STEFAN)
6 Sep 2018   [#383]
Hi Pilou,

yes, very bad, IMHO, because when i used a photo and made a small
picture it had false colors and only a few of them, after importing to
MagicalVoxel. But like you said, maybe there is an option for the
correct color palette import, which i have not found yet.

Regards
Stefan
From: Frenchy Pilou (PILOU)
6 Sep 2018   [#384] In reply to [#383]
you right if the max is 255 colors that is some limited!

Maybe we must import the palett of the image made specially for it!

Else it's palett work is funny! Shift + Alt from a color to another on a platell makes a gradient : by line or by diagonal!


From: Metin Seven (METINSEVEN)
6 Sep 2018   [#385] In reply to [#377]
Hi Fabien,

I fully understand your viewpoint, and the non-destructive workflow in C4D is definitely interesting.
From: amur (STEFAN)
6 Sep 2018   [#386]
Hi Pilou,

i figured out how to get correct colors from my previous image, in MagicaVoxel! :-)

Simply first drag and drop the image on the color palette, so that the color palette gets the
colors from your image and then drag and drop your image again in the voxel room. Not
hundert percent correct, because of 256 colors limit, but very good result for MagicaVoxel.

Bildschirmfoto_2018-09-06_um_16.16.30

Regards
Stefan
From: Frenchy Pilou (PILOU)
6 Sep 2018   [#387] In reply to [#386]
@Stefan

One more time that is magic and so simple!
I have find that i must make a little programm in Processing for make a PNG 256*1 from a palette given by a 2D Prog!
My neurons say thank you!

So many Thanks! :)

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