3D Modelling, Post your 3D models! (Cars, Planes, People, Landscapes etc!)

Photon Emissions and Caustics also set up. This image took 3 hours, 59 minutes, 9.3s to render...
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Won't work.
XNB is a binary data file created with XNA Game Studio Express, containing one or more files. The XNB format is considered an intermediate format because it packages original files into an proprietary file type. XNB files are referenced by games created with XNA Game Studio Express and are not meant to be opened manually. Looking for how to open xnb files? Checkout http://www.openthefile.net/extension/xnb
 
I never designed any voxel robots before until recently. But as part of a possible Minecraft project I was considering, I made three sorts of robot models. I have some bigger plans in the future. For now, here are some of my creations:

MC-Robo000.png

This is my first robot model or mech model of any kind I've created.

MC-Robo004.png


Arachne_Class-P.png

^ (WORK IN PROGRESS)

All of these were made using a program called MagicaVoxel. And again, these are part of a Minecraft project I am slowly developing. I will explain more about my possible Minecraft project in one of my blogs. For now, I am mostly just making these robot models for fun. Future plans include making my first mech-type model. You know, like those Metal Gear robots, the Gundam series, those proper mechs.
 
All of these were made using a program called MagicaVoxel.
Quick question: how do you change the "canvas" size in the programme? I've built a few things in the programme but when I try to move them to one side it's like they're going through portals.
 
In MagicaVoxel, where you see the name of the file, you will see three numbers to the right. Those three numbers represent the dimensions of the model. A default new file in MagicaVoxel starts off at 45 x 45 x 45. The first number affects the length, the second number affects the width, and the third number affects the height. All dimensions of all models in MagicaVoxel have a limit of 126 x 126 x 126. So if you want to make larger models, you'll have to break it up into smaller models.

My largest model of the three models I shared is the first one, as high as three Minecraft blocks (one block in Minecraft: 16 x 16 x 16, so 48 pixels tall). The most complete Minecraft block dimensions of blocks in MagicaVoxel without going over are dimensions of 112 x 112 x 112 (or seven blocks long/wide/high). I plan on making boss characters in those maximum 112 pixel dimensions to be consistent with my plans.

I hope this helps you and others.


[UPDATE] I forgot to mention this... if you put in just one number between 1 through 126 in that box, your model will be in all pixels by that size. So if you put in 32 as the dimensions and press Enter to confirm, your model space will be 32 pixels long, 32 pixels wide, and 32 pixels high.

Happy modeling in MagicaVoxel! :)
 
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Here is one thing I forgot to mention. If you put in just one number between 1 through 126 in that box, your model will be in all pixels by that size. So if you put in 32 as the dimensions and press Enter to confirm, your model space will be 32 pixels long, 32 pixels wide, and 32 pixels high.

I edited my previous post to reflect this advice.
 
I kinda got the car model from the game I have:
gallant.png

I took the image file (which was a dds) and basically made it into a papercraft thing in SketchUp. I know it looks ugly, but I'm still trying.

The game I took this from is Real World Racing on Steam. The car is the Gallant, which is supposed to replicate the Charger or Challenger, forgot which one...
 
Alot of nice modelling & rendering going on here. Any tips on how to get started for noobs?

Watch lots and lots of tutorials :)

You can get Blender for free, but it's about as noob-friendly as a Boeing 747, so don't expect to be able to fly on your first try. Just learning the interface and what each button and each command does will take a long time. A good thing about Blender though is that has a big community and you can find tutorials for pretty much anything you want to do.

SketchUp is great as well, although not nearly as powerful and versatile as Blender. It's better suited for making 3D sketches (as hinted by its name) rather than beautiful 3D models. SketchUp can be a good way of getting used to working and thinking in three dimensions though, it's extremely easy to use.
 
I'll offer some voxel model advice since a question was asked about advice for newbies.

I have never been good at polygon models, so I make voxel models. Two of the most popular voxel modeling programs online are Qubicle Constructor and MagicaVoxel. The latter is the one I use more because of its ease of use and free download. Both can export models into the OBJ format, but you need to buy Qubicle to have that functionality for that program. Qubicle is used by lots of people, especially game developers. Games like Crossy Roads, Qube Space, Discoverie, Stonehearth, and many other commercial independent/indie type games have been made with Qubicle. The reason I why I use MagicaVoxel is because it is easy to make a model using a set palette. Models in MagicaVoxel are limited to 126 (126 pixels long, 126 pixels wide, and 126 pixels high) pixels. So larger models will have to be broken up. MagicaVoxel is less buggy than Qubicle, and it doesn't take too much to make decent models. The biggest thing MagicaVoxel lacks is some way to break up individual models- which is key for if you want to animate models in the future. So you may have to edit the models in another program.

Besides Qubicle and MagicaVoxel, two other programs are popular for making voxel models- the in-progress VoxelShop and Zoxel. I am not as experienced with either program, but I think both are free voxel editors. VoxelShop allows you to break up voxel models into individual layers. The biggest reason why most people use VoxelShop is to export voxel models into the Collada (DAE) format- a format key to use in Unity 3D. I am terribly inexperienced with Zoxel, but all I know is that it is a free program for making voxels you can animate.

So there is your voxel insight from me. Look up each of the programs online and have fun making voxel models! Check out some of my past posts in this thread to see my own voxel art that I made.
 
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