digitalcarbon Posted July 27, 2017 Share Posted July 27, 2017 anyone have any experience with... https://unity3d.com/unity or if i wanted to have a 3d game (FPS type but w/o the shooting), such as "Run Your Own Nuclear Facility" (YouNuclear?), how would you do it? Cinema 4d? Quote Link to comment
VeryCrunchyTaco Posted July 27, 2017 Share Posted July 27, 2017 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.) Quote Link to comment
digitalcarbon Posted July 27, 2017 Author Share Posted July 27, 2017 ok thanks, thats what i was thinking VW to Unity3d Quote Link to comment
EAlexander Posted July 27, 2017 Share Posted July 27, 2017 (edited) I'm pretty sure anything going into unity needs UVs for texture mapping, which is a no go with VW. There are many articles and videos out there for moving from most 3d DCC apps to unity (Cinema, Maya, 3dmax, blender, etc). But I would be surprised if a direct workflow from VW was possible without a lot of work arounds or round tripping it through other software. Edited July 27, 2017 by EAlexander Quote Link to comment
rDesign Posted July 27, 2017 Share Posted July 27, 2017 I found this YouTube video posted by @Alan Woodwell where he has Unity running a Vw file, but it doesn't really describe the steps required to get it into Unity: Quote Link to comment
zoomer Posted July 27, 2017 Share Posted July 27, 2017 (edited) Although VW has no UV capabilities and less mapping control, the geometriy exported by C4D or FBX export, has UV coordinates applied when importing into a 3D App that resembles the texturing as it looked in previously in VW. Unfortunately for me because i mostly use simple projection mappings for tileable textures which I have to convert in C4D back from UV to simple box mapping each time, to keep control over texturing if I change textures and scale. So I see not much problems to bring VW geometry into Game Engines by FBX or other suitable formats. (beside some misaligned faces an the loss of instancing of Symbols) Edited July 27, 2017 by zoomer Quote Link to comment
barkest Posted July 27, 2017 Share Posted July 27, 2017 For me the pipeline would be VW > C4D > Unity. Each of the transfers is 'rock solid' so you should not find any issues. Moreover with Unity you will find a lot of apps in the Asset Store that you help you more or less plug and play you idea. Quote Link to comment
digitalcarbon Posted July 27, 2017 Author Share Posted July 27, 2017 i guess the big question for unity is does it work with the space navigator? Quote Link to comment
rDesign Posted July 27, 2017 Share Posted July 27, 2017 Link to Space Navigator driver for Unity: https://www.assetstore.unity3d.com/en/#!/content/9774 Quote Link to comment
AlanW Posted July 27, 2017 Share Posted July 27, 2017 @digitalcarbonhi yes I was playing with Unity back in 2012 and I am now getting back into it as they have VR capabilities. it was a simple matter of the export and import Andy walk around and providing the client wit a file to use. getting up to speed again now and will d a video soon. Biggest problem was getting the normals to all face towards you, otherwise it was see through. i have a post here under VR which I will update as I progress. Quote Link to comment
jmanganelli Posted July 27, 2017 Share Posted July 27, 2017 modo has integration with unreal engine now. And modo has excellent texturing and uv tools. would want to do as much lighting, texturing, entourage in modo as possible. Quote Link to comment
zoomer Posted July 28, 2017 Share Posted July 28, 2017 Won't Modo get soon its own VR capabilities ? Beta is already running, maybe in 11.2 ? VW/Modo FBX Export works quite well. Modo's exchange with game engines is very advanced of course. I see no problems with workarounds over C4D or Modo. But why not direct export from VW, for those who are used to create their whole render stuff within VW anyway. Quote Link to comment
jmanganelli Posted July 28, 2017 Share Posted July 28, 2017 Yes, modo is supposed to add features for VR soon. Also, the unreal engine is now free for designers to use for commercial use. Quote Link to comment
digitalcarbon Posted July 28, 2017 Author Share Posted July 28, 2017 i just watched a bunch of videos on the do's & don'ts of making games... I'm even more convinced that VW (or VW browser) needs to be a gaming environment everything is "first person" can invite in as many players as needed to your 3d world people can "play" & harvest but not create/edit subscription for creators is $100/month Quote Link to comment
MRD Mark Ridgewell Posted July 31, 2017 Share Posted July 31, 2017 yes ..in the meantime it would be great to be able to export VW straight into unity and then use Unity gaming mode controls, interactions and resources etc.. and have a model update link or reference (sketchfab has this) so you can re-upload without losing any settings applied in the gaming engine?! Alan W has posted some interesting related info. on vr elsewhere. Maybe VR/ AR/ MR (etc.) needs it's own section on the forum...?! Quote Link to comment
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