VOXELART GUIDELINES

Here are some thoughts and processes, describing how to switch from pixelart to voxelart. It’s not meant to be the only way to do it, we hope this will give you ideas for creating your own way!

DOWNLOAD THE ASSETS

(FBX, VOX, C4D)

DOWNLOAD THE IMAGES

(PSD HD file)

PLAY BY THE RULES!

With great power comes great responsibility: the most important is to stay in tracks and compliant with our constraints!

The default size is 32*32*32, which is translated to a Meter (3,2 f) on the sandbox Universe, and therefore characters and assets would have to be created having this measures as a reference. It is not necessary to use all of this detail, but 32x32x32 is the maximum detail available to make inside a cubic meter.

MORE INFO

Avatar creation : if a human character average height is 1,80 metres (5,9) on the game, his construction should be based on the height of two cubes of 32*32*32.

AVATAR MODEL SPECS

GET YOUR ASSETS READY

FOR THE MARKETPLACE

Once you’re done modeling and texturing, prepare your assets for the marketplace!

Broken Bridge

Martin

Stone Tower

Thibault

Rotten Tree

Sebastian

Cow

Arthur

HINTS AND TIPS

Let’s focus on some details from the scene.

DETAILS

Adding volume to the overall texture is great - no need to overdo it, only use subtle variations here and there.

When texturing, keep in mind that the model should be readable from a distance. Keep it light, ou can add worn-out effects (humidity, dark corners...) if wanted.

TEXTURES

I always found it usefull to add some light intention when texturing (painted shadows and highlights). This effect should be faint since we will already have lights and shadows in the renderer.

FAKING LIGHT

DIAGONALS

Try to keep diagonals as even as possible, with the same amount/ratio of blocks.

LARGE OVERALL SCALE

Any detail added to the pattern of terrain cubes, would have to be added through the Atlas system

The squared pattern that was suggested in the pixel mockup can be reproduced here, and adds cohesion and readability to the models.

TEXTURES #2

A good way to determine the scale of any monster is to focus on their eye: a single dark dot for the pupil, a white one underneath to give it some toon aspect, and you’ve got your ratio.

SCALE

Parts that are meant to be animated, are different models that are "linked" together when rigging a model in VoxEdit

IS IT MEANT TO BE ANIMATED?

It’s hard to keep things simple when modeling trees , more than any other nature props. This tortured tree has messy branches, but most of them should have large leaf blocks to keep them simple shaped.

SCALE

Again, try to give your model some light intention coming from one way. Add quick details such as holes and roots.

DETAILS

Lava and water tiles should be handled via the aforementioned Atlas system

SPECIAL EFFECTS

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