Here is my giant skull I created with Binvox. Hope you can see it when the BBCode comes back (currently down). Just copy/paste it into your address bar. I was able to finish this yesterday. Took about 2 weeks. Downloaded the skull from Turbosquid (I think) and converted the .max file into an .obj file (luckily I have 3ds Max at work). Works great. I'm in the process of creating a tower up through the base of the skull. Then I shall defeat He-Man and all of Eternia shall KNEEL before Skeletor! KNEEEEEEEL! <cough> sorry.
Holy cow, that's quite the model! Well, mine's not quite as large, but the legs were a giant pain to count out and join up. All hand-made and hand-mined, it's a locust model and I call it "Hopper". This is the 12,925 block beastie I've been working on, finally done. Made all of cobbles except the obsidian eyes and the grassy antennae (had to build a dirt staircase up to there to get the grass to grow), plus some glass down the spine for lighting in the interior. 183 blocks long x 101 wide x 56 high. I'm very glad to get this done before SMP had health implemented (though I very rarely fell, but sometimes did due to server problems). OK, I'm now done binvoxing for quite awhile, I think.
Inside, looking from near the front toward the rear. A cloud's moving through:
stumbled into slab6 independently, used it in building this (at 1:2 scale in SMP):
Had to eyeball the interior but I think it turned out well. Also didn't follow slab6 slavishly. Adjusted to keep symmetrical and just did my own thing in a few places, like the buttresses around the nave and transept. slab6 was invaluable though it counting out height and length of all the chunks.
Quote from erich666 »
Lovely! If you do ever give binvox/viewvox a try, please let Patrick know what features are missing or weak compared to Slab6 (other than a friendly front-end for binvox; someone want to write one?).
will do I would love to give viewvox a try for the next project. One limitation I ran into with slab6 was I was unable to view the model I used in 1:1 scale. I wasn't going to build at that, but I might have wanted to in creative or something. It was too big. If viewvox could handle it, it's already at an advantage :wink.gif:
Glancing at screenshots, numbered grid on the slice viewer looks fantastic!
To follow up on this, I used viewvox for my next project, a galleon:
critiques of viewvox compared to slab6d: I miss colors. Viewvox gives no idea of the colors of the original model. The alternating colors make it easy to count things out, but it would be nice to be able to toggle. Movement around the model is easy, but so is slab6d. Both have a mound of cryptic shortcut keys to remember, though viewvox has fewer, as it is a viewer and doesn't attempt to be an editor. It is very usable.
To throw another hat in the ring, I also recently discovered another program, Voxel Section Editor III. It is a modern looking GUI based program, built around editing (intended for C&C II Tiberiun Sun). Like slab6d it preserves the colors of the original model, has slice viewers for all 3 axes, and a 3d view. The 3d view is a lot smaller though, as unlike slab6d the main view is one of the slice views. You can't choose which one: it is from the back, so for minecraft building where you ideally want horizontal slices you need to swap some axes around on import. Bit of a pain but perhaps worth it. The slice view is nice. You can either display only the current slice, or the current slice + everything below it with the current slice highlighted.
I haven't yet made a project with it, but here are some shots of the galleon displayed in all 3 programs. There are differences, as each program has its own poly to vox converter, with vseIII's being the best and binvox being the worst, at least with the default values.
This is pretty cool, thanks for pointing it out. I do like the color preservation a lot (binvox has only one color), and the voxelization is really good, nice and symmetrical (I'm working on better voxelization for binvox, but have stalled out on a bug and lack of time). The downsides of it for me is that it's hard to count by 2's and by 5's like you can with viewvox, and viewvox has better context (you can see the cubes above and below easily). So, they both have their uses.
Looking at this thread (it's been awhile since anyone's posted), I realized I never did make an animated GIF of my creation of the Hopper. Here it is. Haven't build using binvox since - it's still out of my system for now...
You can see the full-size animation here (not inserted here because the view would get clipped and it's a big file to download).
Hey, whenever I run binvox or viewvox through either the cmd line, or using the batchfiles of the hand or chevalier, I get a blank window (it just becomes a see-thru 'frame') for both viewvox and binvox. Anyone know of a quick fix for this? I updated java recently and that didn't seem to help at all.
This is seriously the BEST thing I EVER found!! Here is my bi plane that I just finished
you do realize your next project has to be a dogfight
involving 8 or so of these planes?
Its funny cause I actually thought about making it look like a fleet eventually. It would definitely be a really big project... This plane alone took me a few hours, including the time collecting cobblestone.
First of all, thanks for the program Patrick.
I want to address some issues from my experience.
I'm using -e option, because it does not produce errors as z-buffer method. But the resulting models looks bloated in low resolution. So i voxelize the model in highest resolution and then downsample it, which does a little shrinking of the model forms each downsample. The first issue: i can't seem to voxelize any model past -d 773:
Voxels::init(774, 774, 774)
terminate called after throwing an instance of 'std::bad_alloc'
This application has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information.
And -d 773 only peaks at around 910 Mb RAM usage. I have 2 Gb.
Then the second issue: more than one step downsampling after -e voxelization produces holes (missing voxels on the surface) in the voxelized models. (Z-buffer method is not affected by this issue.) So it is mostly always required to lower -dmin option, which in return does less intended shrinking of the model. I guess there isn't much else that can be done with this problem?
I am looking for a little help with the -rotz setting. The model I am voxelizing renders fine without any rotation but gets quite messed up when I do try to rotate it.
The command I am running is: binvox hisa.Obj -rotz -down -down -down
I have also tried: binvox hisa.Obj -down -down -down -rotz, binvox -rotz hisa.Obj, binvox hisa.Obj -rotz
I can build it from the non rotated voxel map but it won't be a bottom-up build which would make it easier. I apologize for not being able to post any pictures or source files and if you can't help without that info I will deal with it.