Since I have created the concept art for all the characters
that we currently have in our game, the leader of the republic of cheerful and
I have been experimenting with different visual styles we can work with in
order to make the game as enjoyable as possible. While game testing our
prototype, one of the lecturers at our campus recommended that we work with a
voxel style similar to the popular iOS game “Crossy Roads.” Originally we
intended to work with pixel graphics in order to work well on the iPhone and
give a reminiscent feel to old games like Frogger and we put a fair amount of
time into researching Voxel Art and different programs that will make
implementing Voxel art into our game viable.
We had heard of Qubicle but we were quite reluctant to approach
it as a lot of its features required quite a large payment to acquire them. We
discovered a magical little program called “Magica Voxel” which was fairly
difficult to understand at first. There are 2 major problems we encountered
during the use of Magica Voxel which prevented us from using Voxel art as our
main art style, the first is the tremendously high poly count that the models
exported from the program contained, meaning that these models would not be
able to be used in many mobile formats and the other was that when those Magica
Voxel files were imported into Maya to animate there was a problem with the
colours where colours like brown and green appeared purple.
(http://giawa.com/wp-content/uploads/2013/11/journal53_1.png)
It really sucks because we really wanted to work using Voxel
graphics but unfortunately we couldn’t find any reliable options except
Qubicle. On the flipside importing the Magica Voxel .OBJ files seems to work
fine when imported straight into unity which means we can still implement
non-animated Voxel artwork if we really wanted.
Overall from what we’ve learnt, it’s not really worth working completely
with Voxel art unless you can afford the full Qubicle package. What do you
think? Let us know down below
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