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Zach Soares
Feb 14
Hi, I’m Zach and I’ve been making voxel art professionally in the
games industry for 6 years. I’m writing this piece to talk to you all
about the implication of voxel art in video games and where I see
that going. Voxels are a rendering method that have existed for a
long time, in fact, it was in early competition with polygons as the
rendering method for 3d game visualization and well…. we saw how
that turned out, polygons won! While polygons have been the way
games have grown and evolved artistically, voxel art has slowly
started to make a comeback in the medium. A great example of early
era voxel art is Shadow Warrior (1997) and Command and Conquer:
Tiberian Sun (1999), So this is not to say that it has
only recently been used — the last 5–10 years — but only that it
wasn’t feasible in the early days due to performance requirements.
In the last 10 years voxel art has started to make a return in the
games industry with games like Minecraft (Early alpha release in
May of 2009) and 3D-Dot Heroes (November 2009 release). This
return has spawned a new wave of developers to create games
around the voxel art aesthetic. The reasoning behind this is the
growth of hardware limitations along with improved rendering
techniques. Thanks to this growth in tech, developers are now able
to make games that make full use of voxels. However, you can
attribute the artistic growth of the medium to the developers
making Voxel Editors. A way to edit voxels outside of the game
engine and later passing that over to the game space is extremely
important. This impact is the same impact that 2D editing software
had on games prior to what they were today (transition of early era
pixelart to photorealistic texturing).
There are many types of voxel art but I’ll simply list and explain a
few below which can be considered “base” styles.
Vector voxel art: See this as the style that uses only 90 degree
bends when representing curves. It is a very clean style that is
easy to read at varying scales. Crossy Roads uses this style most
prominently. This style is most optimal for game devices which
have low system requirements. This is why Crossy road looks
the way it does. Not only for its artistic expression in its
simplicity and abstraction of real life objects/characters, but
also due to the hardware limitations posed by smartphones. It is
and was always a perfect match.
Fugl by Melodive
Voxelnauts by Retro Ronin
Blocky voxels: Boxy voxels are what I would categorise for
games in the vein of minecraft. The style is very blocky and looks
like the world is made up of cubes, even the characters. It’s a
very forgiving style in that it is easy to work with on a technical
and artistic level. (this isn’t to say it is easy to execute. It still
requires talent and skill to make good looking boxy art). Often
this style uses textures on polygonal cubes instead of being
made edited in direct voxel editors. This is where a major
conflict can arise in what is now defined as “voxel” art. The
reason I would still include this category is because it is still
recreatable in voxel editors, but more importantly it is a style
derived by and inspired by voxel art and so it is worth
mentioning. A pure voxel created art piece in the Boxy style
might not look as complex as something from Hytale but it is
important to note that it -can- be voxel art.
If you follow THIS link I’ll go further into explaining this topic as it
encompasses a whole other set of ideas which detract from this
article’s main goal.
Minecraft by Mojang
Hytale by Hypixel
The greeble style is coincidentally the style that was used in the
classic voxel games like Command and Conquer: Tiberian Sun. The
game made unit models out of voxels so that they could be
destructive and show damage over time. Where previously it was
used for gameplay reasons, it can now be used purely for aesthetic
which is a nice reward for artists patiently waiting. Be wary
however, the work involved in making this style feasible is quite
high due to engines not being designed for voxel models which yield
unusually high polycounts.
Critical Annihilation by Devoga
These are the four varying forms of voxel art I can distinguish as the
variable extremes. They each serve their own purposes and can
impact the style, and feel of a game tremendously. What’s very
important to note is that to be voxels or voxel art it needs to be
perfect at the pixel level. A cube is a cube in the same way a pixel is a
pixel. They do not bleed into one another, they do not clip into each
other, they are stuck in a grid throughout the creation process. That
is the primary constraint for voxel art that needs to be
distinguished, although it can be circumvented if you were to make
objects individual from one another and later put them together in a
3D modeling software, or engine. To be clear, these are not all the
styles that exist for voxel art. I’ve personally made a handful of
different looking styles touching on the above and more, but above
is what I would consider the 4 circles of voxel styles.
Moments ago I mentioned how the voxel art constraints may be
circumvented using external editing tools and game engines. We’ll
be elaborating on the techniques which can be used to circumvent
these constraints, but nonetheless the base models created are all
from voxel editors and therefore should still be considered voxelart.
This is all well and good, it’s the expectation when delving into
animation. Your animation style will guide the voxelart style you
lead yourself with. I go into further depth about how I developed the
aesthetic in the animation below HERE.
This Output will yield the same results, if not smoother bends, but
at the expense of your games performance. Unless we can get
ourselves a voxelengine which allows the bending of voxel assets
(like in the Atom Engine) we wouldn’t have to concern ourselves
with this issue, but it’s best to avoid it in the long run as it’s largely
inaccessible. This is the reason for retopologizing and why the Soft-
Body rigging technique requires a longer pipeline to get results. For
any traditional animator in the games industry, this won’t seem
unusual, but for beginners it can be quite daunting.
Bendy Knight by Zach Soares