VeryCrunchyTaco

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About VeryCrunchyTaco

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    Greenhorn

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  • Homepage
    http://www.dylanrinker.com/
  • Hobbies
    Art, Photography, Games
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    Baltimore, MD
  1. Hiya! As one with a little experience in game making, you're on the right path. Between Unity and Unreal, you should be able to make something work pretty well. There are some pretty dope templates for first person games as well, so to make a "walking simulator" (like Dear Esther), you'd just have to model your environment and world, and shove it in engine. Do keep in mind, though, most content for games today are modeled in 3DS Max or Maya, and it's a pretty huge rabbit hole to delve into. I know this isn't really related to Vectorworks, but hope it helps! (You could probably build your worlds and levels in Vectorworks, and then export to game engine? Dunno how well that'd work, though.)
  2. Hiya! The educational version of Vectorworks does have watermarks, this is intentional to prevent people from making money off the free software. The Vectorworks trial (linked below) is a full professional version of Vectorworks, no watermarks. But, you only have it for 30 days, and it can only be used once. http://www.vectorworks.net/trial/form Keep in mind that any files that have a watermark in them will retain that watermark, even if you later open them in a professional version. Hope that helps!
  3. Gotcha, and duly noted! Thanks for the update!
  4. That's interesting. What version are you using, and what are your system specs? And how many objects are you moving? You could try cutting/copying all of the objects, making a new Design Layer, and then pasting. Let me know if that works any differently for you. I'm on a MacBook Pro (and VW2017 SP2), and just did it with 240 objects. There was about a 5-10 second delay though, which is understandable; that's a whole lot of calculations. Hope to hear more on this soon!
  5. This will probably sound like a dumb response, but what happens if you increase the custom crease angle (to like, 180)? Will those hard edges still remain? Also, was that made in Marvelous? Looks pretty good! Have you tried increasing the polygon count in Marvelous before exporting?
  6. That's so cool! I've never seen that hardware/software before, am looking forward to seeing how it meshes with your workflow. I've had fairly good results with importing 3DS and OBJ files, and it looks like Artec3D can export OBJ files. I'd try that out first. Scaling may be an issue, so you may have to play around with it to see what works best for you. Hope that helps!
  7. Hi Jan, and hope I can help! What exactly are you moving? If it's just simple 3D geometry or symbols, I have some suggestions. You can always copy and paste (using ctrl+c or command+c) and then paste in place (ctrl+alt+v or command+alt+v), and then move accordingly. The duplicated items will be placed in the same place, and be selected, so you can move and press tab to select how far you want to move them specifically. You could also use the Offset tool (in the basic palette set, shortcut key is shift+-), and change the preferences to duplicate and offset the item you're moving. Apologies in advance if I misunderstood what you were trying to do. Let me know if that helps, and have a great day!