Quote Originally Posted by SilverWarior View Post
4. voxel based objects are usually being stored in 3 dimensional arrays as a series of BlockID's and while each block definition (which texture to use for which face and such) you have great data reusability which generally results in lower memory requirements.
Actually voxels (cubes) make very low quality models, so visually they should be compared to low-poly models. In most cases voxel approaches result in much higher memory and performance cost, especially when it comes to heightmapped poly-terrain VS voxel terrain. But as you say, voxels are very good at entertaining us