[HN Gopher] SpriteStack Voxel Editor ___________________________________________________________________ SpriteStack Voxel Editor Author : myth_drannon Score : 258 points Date : 2021-07-09 13:33 UTC (9 hours ago) (HTM) web link (spritestack.io) (TXT) w3m dump (spritestack.io) | qq4 wrote: | This reminds me of Tiberium Sun units. I always enjoyed the voxel | models in that game and wondered why there weren't more tools | available for modelling similar things. | rezoner wrote: | These units were a huge inspiration for me - if you dig through | various modding forums you will notice that they use a lot of | unknown dedicated software and that there are tons of models | created outside of the gamedev bubble by extremely talented | people that have nothing to do with the industry on a daily | basis and because of that they remain pretty much anonymous. | ElHacker wrote: | This is great! I really like the retro look on the example models | and the video. | | I've never edited voxel models with the spritestacking 2D | technique, I'll give it a try. Is it more efficient than placing | voxels in a 3D viewport? | | On a side note I've been building my own very simple voxel editor | in VR you can take a look at it here: | https://www.youtube.com/watch?v=tiaGvePo6jo | CyberRabbi wrote: | In these examples, are the voxel models being isometrically | projected into a low res 2D space? Stylistically that seems kind | of strange. I would expect either projecting a voxel model into a | high res space, or projecting a high poly model into a low res | space. | | Also there doesn't seem to be any anti-aliasing applied which | would be a bare minimum here. Anyone have a good idea why the | webmaster made these choices? | xsmasher wrote: | It looks like the examples are rendered very, very small and | enlarged for display. Here's the rabbit; it is only 25x23 | pixels. | | https://spritestack.io/apng/default/889?v=15698873450001 | | They would look much better if the same model was rendered at a | higher 2d resolution. | rezoner wrote: | I am not using spritestacking as a mean to render things since | a long time. It's intentionally sharp, low res and non | antialiased because that's the style I like in games. | | Please check media on my twitter to get a notion of how it | really looks like right now https://twitter.com/rezoner/media | MattRix wrote: | The aesthetic is intentionally low-fi. They're rendered using a | retro technique called sprite stacking, where you take 2D image | slices and stack them vertically in pseudo-3D space. An | explanation is here: https://medium.com/@avsnoopy/beginners- | guide-to-sprite-stack... | xsmasher wrote: | The examples in your link look much better than anything on | the SpriteStack page; probably because they are rendered at a | higher resolution, as the parent poster suggested. | gorwell wrote: | This looks perfect for retro indie games. Anyone here have | experience with it? Are the results usually as expected or are | there often edge cases where you have to edit the exported model? | pjs_ wrote: | I saw something similar done in PICO8, pretty much an 8-bit | Blender, looks absolutely nuts: | https://twitter.com/johanpeitz/status/1365356945708896265?la... | Impossible wrote: | Pico CAD is a full low poly modeling tool in Pico 8. It's very | different from an implementation standpoint than SpriteStack, | which is voxel editor, rather than a polygon modeler. They are | only similar in both being low resolution, resulting in a | similar aesthetic. | spicybright wrote: | I have so many questions. The only thing I know about pico8 is | it's a VM for very low end hardware, it used a hexidecimal | numpad as it's interface, and black and white. | | I just ran the download from the website and it's so much more | than that. Are there any other resources to learn more about | this? | tomc1985 wrote: | A lot of the example sprites look pretty bad, you can barely tell | what they are | dexwiz wrote: | I would be interested to see them with a better shader. | rezoner wrote: | Please check out my twitter for current examples - I have | been polishing this renderer for 2 years now and it has | improved a lot https://twitter.com/rezoner/media | thebeardisred wrote: | Happy to see this exists. I had a freaky dream about software | like this a few weeks ago. I'm glad it was just passively | synthesizing background noise. :D | rezoner wrote: | Ahoy. I am the author of SpriteStack. I am really honored to be | on HN front page and I would like to straighten some | misconceptions about this app. | | The version that is available and its trailer has little to do | with the current state of the application. | | New release brings voxels, lowpoly and sprites together to create | 3D animated game objects and export them as 2D spritesheets. It's | purpose is not to replace your favorite software (Aseprite, | MagicaVoxel, PicoCAD...) but to bind them all together into | something even more useful from a 2D gamedeveloper point of view. | So it can import - a lot of things. | | Please check this post/video that is more accurate about what | SpriteStack is than the 2019 trailer | https://www.patreon.com/posts/spritestack-2021-53317888 | yorak wrote: | Nice. The resulting graphics style reminds me of a Short Hike, | which is a family friendly bite sized 3D adventure and | exploration game. I'm not affiliated in any way, just enjoyed the | game with my kid. It has a nice balance of story, challenges, and | some platformer action. https://ashorthike.com/ | | Edit: IIRC the shader a Short Hike used was discussed in the GDC | talk by the game's author: | https://www.youtube.com/watch?v=ZW8gWgpptI8 | ionwake wrote: | This is awesome all my respects to the creators I hope it can be | easily used to port models across to games will be following | ujuj wrote: | Steam reviews seem to highlight documentation and development | issues! It is sad, the tool seems to be fine. Reminds me of | aseprite (which is more 2d): https://www.aseprite.org/ | myth_drannon wrote: | The developer responded on the forum: | | Q: "Has SpriteStack been abandoned?" | | A: "Nope. 2020 was terrible for me in terms of ability to work. | SpriteStack has been rewriten from the ground - it's just | terribly delayed because I did not expected things to go that | way." | | You can check his Patreon account for updates on the rewrite | swiley wrote: | Personally I got absolutely nothing done on my side projects | in 2020 between Covid, moving, and a new job. 2021 has been | far more productive. | bee_rider wrote: | It was a weird year, I'm a work from home guy, I love work | from home, but work from home is not as nice without the | option to break it up by working from other locations | occasionally. I need an occasional refresh I think. | hartator wrote: | In the featured art, I don't see the why of the voxel sprites | compared to the beautiful 3D rendering. | | I probably love my old classic games more than average. (Still | have Prince of Persia 1989 installed.) And love some new indie | game with old graphics. (FTL is awesome if you haven't tried it | yet.) But 3D and proper physics enable so much more. It feels odd | that so much time is spend on recreating old game feeling for | some nostalgia sake compared to let's say exploring new 3D | physics engine. (Teardown is an indie awesome game if you want to | play with an adventurous physics engine in 3D.) | jkochis wrote: | With a sprite sheet export you could simulate the 3D rendering | using CSS animation and background image position [1]. Some | front end developers enjoy challenging themselves by using just | HTML and CSS (no JS) to create complex interactive experiences. | | [1] https://blog.logrocket.com/making-css-animations-using-a- | spr... | spicybright wrote: | Very few game designers target the web, though. | jkochis wrote: | I was responding to: | | > I don't see the why of the voxel sprites compared to the | beautiful 3D rendering. | | Also, the project homepage says, "SpriteStack is a voxel | editor suited for 2D artists" | javajosh wrote: | On possible reason is that, at least in theory, it's far less | computationally intensive to render voxels because the polygon | count is very, very low. So the style not only has intrinsic | aesthetic value, but will be less demanding on constrained | devices like phones and portable game systems like the DS. | rpastuszak wrote: | I think you might like Death Trash, I'm running to catch a | plane so you'll have to google it! | armchairhacker wrote: | For action, adventure, racing games, I agree that 3D is almost | always better than 2D. Running around in first-person or third- | person is way more immersive and gives much more freedom and | depth than anything else. | | But for strategy games, 2D can still be good. e.g. for card and | board games games, even a "3D" game is just 3D graphics over a | 2D playing field. Tower defense, factory-building (Factorio). | These games have 3D versions but they aren't particularly | better than the 2D ones. | dantondwa wrote: | Every art has its why. Check out the wonderful work by | @MadMaraca [1] as an example of what one can do with voxels. | They're truly stunning. I think that the limitations of voxel | art are also its expressive power. | | Pixel art didn't replace at all painting, nor did it aspire to | do that. But it founds its beautiful niche, and there's beauty | in that. | | [1] https://twitter.com/MadMaraca | dang wrote: | Past related posts: | | _Spritestack - 3D pixelart editor based on sprite stacking | technique_ - https://news.ycombinator.com/item?id=19325331 - | March 2019 (36 comments) | | _SpriteStack: A Sprite Stacking 3D Pixel Art Editor_ - | https://news.ycombinator.com/item?id=19283781 - March 2019 (1 | comment) | qwertox wrote: | That trailer is a piece of art. Well done. | rezoner wrote: | Thank you. It's coded from start to end because I am not | familiar with any software that do trailers. I first coded it | then wrote music (in FLStudio) that is aligned with events in a | demo. | mdtrooper wrote: | There is a awesome Voxel Editor https://goxel.xyz/ because it is | free software and it is coded in C++. | | It is close near mature state (or I think it with love). | atum47 wrote: | When I was studying 3D on the web, I saw an example by Mr. Doob | (three.js) and I tried to do something similar. | | https://victorribeiro.com/voxel/ | | Very rustic, don't work 100% on mobile but an attempt was made. | | I think keys 0-9 selects tile. Shift click deletes and clicking | and dragging on the sides of the screen rotates the camera | strogonoff wrote: | In latest Safari, none of the videos on the landing page or in | the docs work. The only way is to right-click each, choose | "Download video" and view locally. | Kuinox wrote: | Safari is the new IE. | strogonoff wrote: | They don't work in Chromium 90.0.4425.0 either on the same | machine. My bet is that the server that hosts videos on their | landing site might be misconfigured in some way. | Kuinox wrote: | It work on both my firefox and my chrome. The server that | host the video is cloudflare. I will bet that you run a mac | that doesn't support the encoding used. What I see is that | the video is not served in multiples parts but in a single | HTTP request. | lbotos wrote: | In Firefox, they play, but show "aborted due to network error" | but keep playing. (which was interesting) | spicybright wrote: | Second this. Never seen that before either lol | gaetgu wrote: | works on safari 15.0. Might be an issue with the sight being | overvisited so the server was being overloaded | Exuma wrote: | This looks super awesome | toxik wrote: | Maybe something on my end but the video didn't work. Wrong | encoding for iPhones? | can16358p wrote: | Not working on my iPhone too. Not your end. Video is broken. | gnarbarian wrote: | I love the retro jagged raster art style. | gfodor wrote: | If you want to import VOX from apps like this and work on them | together, my collaboration app Jel (jel.app) might be worth | checking out. | | https://m.youtube.com/watch?v=ajTePjJNjoY ___________________________________________________________________ (page generated 2021-07-09 23:00 UTC)