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?
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...
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.
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.
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?