Voxel Character Evo Project
About as far back as 2014, I developed a series of voxel model characters. I spent the better part of about a month to develop five different sets of voxel characters. I made a total of 43 characters including a handful of extra characters. I therefore made about 50-60 characters total. The base 43 characters, though, are what I am primarily focused on in trying to breathe new life into my voxel model collection.
Wait- what "new life?" Well, I have a bunch of static voxels. You can only do so much with a set of static models. I decided to re-do my voxel models through a combination of Magicavoxel and Blender. What I intend to do is take my voxel models and break them up for animation. This will allow for people to either rig the models themselves or look to a service like Mixamo for animation.
It is that simple, right? Well, no. I feel my voxel characters will have to be extensively modified and enhanced to make them better for animation. That is where the "Evo" part comes in for my models. "Evo" is short for "evolution." Whereas most people will immediately think of Minecraft or something for pixel-perfect or blocky voxel models, I need to make these voxel characters different but still retain a small semblance of voxel roots while not being hyper-realistic.
Project Inspiration.
A YouTube channel that has made animations of voxel-type characters has been one of my influences to work on my old voxel models. Even better, I saw a YouTube video that gave me some ideas on how to model voxels made in Magicavoxel. The channel in question with all the different 3D animated films is Zaminmation. Zamination is famous for their 3D animations based on "Minecraft" and the "Five Nights at Freddy's" series videos among others.The Evolution Process.
A key in the evolution process of re-working these voxel models is in understanding the newer possibilities working with models in a unique way. Part of that involves considering things like how to enhance the models. I want to make the voxel models to be sort of textured. The way I seen my exports from Magicavoxel in PLY format, I could take the individual faces and maybe replace them with some textures I could make in a different program. Maybe I could re-do these voxels and take them beyond their voxel form without going overboard. Basically, I want these voxel models to be much more than voxel models.Let me sort of explain the process in Magicavoxel...
• separate the feet, lower legs, upper legs, torso (including neck, just moving it), upper arm, lower arm, hands, and head
• separate accessories and certain long hair pieces
• add some extra voxels to the lower legs, the upper legs, the lower legs, and some of the torso
• move all parts of the body backwards except for the lower legs and the feet
• move the neck, head, upper arms, and lower arms forward
• clean up any painting errors
At best, this process can take about 10-15 minutes for each voxel model in Magicavoxel. It can take hours to do the whole process with about 43 of my voxel models. The point of the Magicavoxel work is to prep the modified model to be modified further in Blender for refinement and animation.
Once I start making certain things available, I will share my process and maybe some sample animation tests from Blender. So stay tuned for that! For now, though, here is a picture preview of what I am doing with my voxel character models:
^ Here is a preview of what I am working on towards enhancing my voxel character models.
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