Here some Tips and tricks about voxel property who could help for polishing purpose your iso. These exemples are basics but they can be use diffrently for making more complicated things.
(Sorry for my poor english and if there is a lack of explanation. Any comment/correction are welcome)[Triangle and cone properties]
-Even if they don't have the same property, using the cone-shaped tool for modelling will get a softer result than the triangle-shaped tool. Make them side by side of 1 voxel width. However with this method you should delete the useless parts, it will depending of the result you want.
-Triangle tilted side is flat only if is Height and
Length are equal [H = L] or if the Height or
Length are [(3 x X)+1] and ther other [X]. But these are 3 specific cases.
-For making sharp edge you could finish it with the cone-shaped tool. (But you won't get a flat tilted side if you only use flat cone, it is explain just after.)
-Using the previous cone shaped tool for flat tilted surface will look carved. But should should get better result by using the cone diameter and using the selected voxel + [Shift + Alt Arrows/Alt/Espace] command. Here the differences between using triangle, flat cone and cone diameter with the [Shift+Arrow] command.
The Cylinder-shaped tool could be use as the Cone-shaped tool method for making form who are not sphere or oval but it request a line as guide or the reference plane for starting each cylinders. This take a big working place so be sure to make it first of work in a safe area and use the mirroring tool. I think it could be used for making complicated specific boat hull in particular. (Notice that the spherical tool don't work well for this use.)[Manual voxel modeling]
- Select one voxel and use the right panel to modify it. If you use the shift command, the extruded voxels will keep the same properties. Material with texture lines could be use as a ruler. A great help for advanced manual voxel volume modeling.[Cut the texture fusion between voxels]
- Voxel meshing can be cut for making a break between different voxels area (the actuel editor fuse them when they are at the same level) but request to use voxel volume editor like this and can be use for a lot o things, by different way. It could help for making sharp paint.
100 l 100 l 100 l -2 l -2 l -2
100 l 100 l 100 l 100 l 100 l 100
The cut is here[Human size chart in create mode] MAJ. April 17, 2015
Some players ask for it so here are the sizes for human male standing (bald) in create mode.
I don't know if someone already do it, but in every cases here it is.
Vehicle small: 53.5
Vehicle large: 18.5
voxels high (count ~19 with hair)
Aircraft Helicopter: 18.5
Aircraft Battleship: 9
Rough Tiny object: 1 tiny, just under the belt. 2 tiny, 9 voxels higher than the top of the head so 91. (2x Fine)
Rough Small object: 37
voxels high (2x Fine)
Rough Large object: 18.5
voxels high (2x Fine)
I hope this will help some creators a little more in their task
. [Extrude voxels (avanced): slopes] MAJ. April 26, 2015
I use this method since few days and I progress more quickly than before, for sure. (No need to move everywhere like with the previous mirroring method). You should just understand a method like this is just for keeping the flat aspect of the slope. So for polishing purpose. I generally use this with cone's diameter in little area (Because the cone diameter give the better render).
Slopes are composed of 2 layers so their thickness is 2 voxels. The inside consists of positive voxels when the outside is composed of negative voxels. This work for simple curves too xd.
The inside consists of positive voxels when the outside is composed of negative voxels. This work for simple curves too.
You just have to select voxels and use shift+arrows / alt / espace keys to extrude them.
Firstly the positive ones and as many time you need to have the length you want (depending of the movement you will need to erase a previous process like below).
Secondly the negatives ones.
Here an exemple, but the process could not be the same depending of the result you will reach:
1.Select positive voxels.
2.Shift + down arrow
3.and Shift + Alt arrow (2 and 3 can be repeat as many time as you need and can be reversed if the inside of the slope has been emptied)
4.Delete the useless voxels (4 can be skip if you have emptied the inside of the slope and reversed 2 and 3 -> 3 and 2)
5.Select negatives voxels
6.Shift + down arrow
7.Shift + Alt arrow (6 and 7 can be repeat as many time as you need)
Finished[Inside Slopes and Curves: How it's work] MAJ. April 27, 2015
If the curves have 2 voxels thickness, the inside have 2 voxels thickness as well. So if you on the front you have a -X voxel and behind a +Y voxel on the other side you will have a -Y voxel and behind a +X voxel. So 4 voxels --> -X/Y/X/-Y <--
If the back follow the front it will be:
Y Y Y Y Y Y Y -X-X-X-X-X-X
X X X X X X X Y Y Y Y Y Y
-Y -Y-Y-Y-Y-Y-Y X X X X X X
The inside will be a reduced version of the outside. So it is not necessary or possible in smallest area.!Keep in mind that a curve or a slope made by using a sphere/cone/cylinder shaped tool can't be reproduced exactly because they are smoothed but voxel's texture/bump can easily hide the aspect of defects and bumps which could appear. So no flat surface on reproduced curves! Here a trick
, If you have planed to make a canopy or a sharp front, don't be centered with the default mirror position. The center should be 1 voxel and not 2 voxels because the front couldn't be sharp. Move the mirror (X) in consequence.Ruler for decal 512x512 MAJ. April 17, 2015
Here a ruler decal in pixel I have made for helping guys who want to make a custom decals who can match with the form of their iso. For making canopy frame, cover specific area or anything else: http://www.mediafire.com/download/6u1uuk3fu4f2zjz/Pixrul.png[ More flat sphere and flat cone properties ]
Unlike cylinder and triangle they create more voxels when they are near them, and give a render more smooth.
You can obtain some forms that you can't create with actual ingame tools if you stack up them by moving them of more than 1 voxel. However for flat cone the general aspect will depend of the quality of the slope, most of the time you'll get something lightly undulating and it need several tries to get a flat cone with a better render (note Height x Wide somewhere to possibly re-use it later). If you can't find a good render, try with bigger HxW or increase ancle and remember you can move it anywhere with the mirroring option. Unfortunatly ou can't get the same result directly by using ingame tools.
- Cylender and flat sphere tool stacked with size -2m -4 and -6 (3 layers). You can't really see here but the result will be better with higher diameter and flat sphere tool if the the angle is under 45░. If it is bigger than 45░ you can use cone tool but under 45░ it will quickly lost in quality.
- Triangle and flat sphere tool stacked moved by +1, +2 and +3 voxels (3 layers). Better result if you use higher HxW than the one you plan to do because the extremities will be irregular.
- Corner like this can be more sharp by using the tool voxel volume tool and voxels (0 volume). But it work only on the apparent side where voxels (0). Unfortunatly it don t work if juxtaposed sides have a voxel 0 layer
Exemple:[Caution] Voxels with volume 0 will create a visual bug issue from far distance if there are not positive voxels behind them.