Sprite to Voxel is a package that aims to make 3D game development more accessible to developers that don’t have a great deal of experience in 3D modelling, whilst also tucking away the model rendering code into easy-to-use scripts.
Sprite to Voxel allows the developer to build 3D models out of 2D sprites, by stacking them on top of each other and converting each pixel into a voxel (a 3D 1x1x1 cube).
The package comes as a test project (though to use in your games you only need the "SpriteToVoxel" folder of scripts). The test project shows how you can use these scripts to convert your sprites into models.
You can view the ".exe" output of this test project here, if you want to see what Sprite to Voxel can do!
Full documentation can be found here, and should be the first point of reference if you run into any problems, as I've tried to be quite comprehensive! As well as a "Basic Use" section, there are notes on best practices to optimise your game's performance with this package.
Version 1.0.0. Published August 17, 2016
Created with GameMaker: Studio v1.4.1757
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Very GOOD and very BAD ...
Im really wanting to use your Sprite to Voxel GMS asset, but ive a few questions..
Mainly .. how do you make the sprites.?
Is there a simple way of importing them via MagicaVoxel.?
The effect looks really impressive, and i am new to 3D...
but if i have to create the sprites by working out what it is by slicing the sprite up,
im new to that too, so I may as well learn 3D .?
its seems to be a case of one step forward and two steps back ..?!!!
Sorry for the late reply - this email must have slipped through the net.
The asset uses the sprites within GMS, so have no relation to any files from MagicaVoxel.
I would highly recommend reading the documentation here: https://drive.google.com/file/d/0B5AtEfXxgHuzbktCdWlaeTRIck0/view?usp=sharing
The "Basic Use" section of the documentation details how the sprites relate to the 3D models. Essentially, the sprite is split width-ways into layers that are then stacked on top of each other. For example, a sprite that is 64 pixels wide and 8 pixels high might be split into 8 layers that are each 8 pixels wide and 8 pixels high. These 8 layers are then stacked on top of each other to produce a 3D model that is 8 pixels high, 8 pixels wide, and 8 pixels deep.
You will still likely need to learn some 3D concepts to develop a 3D game with this asset, as Sprite to Voxel will not help you with any camera or physics requirements that you might have.
As a starter kit on voxel... or 3d pixels... this is an interesting starting point.
My only issue is the house and other objects that rely on a canned set of pregenerated models (containing the voxel data) which obfuscate how it works a little.
Reading the included document is a must
Hi Gilles. Thanks for taking the time to review Sprite to Voxel!
The pregenerated models are there for convenience - so that the test project can run without having to re-compile all of the models (as one of them is quite large!). All of the models were generated using Sprite to Voxel though, and the original sprites that they were generated from can be found in the project (as well as the room/code used to generate them).
Hopefully the short "Basic Use" section of the included document should be enough to enable someone to start using Sprite to Voxel, but there is a lot of other good information in the other sections.
Perhaps a short video tutorial would be useful (something for me to think about, at least).
Let me know if you have any trouble, and I'll do my best to help :)