Jump to content

VW & Gaming Engines


Recommended Posts

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.)

Link to comment

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 by EAlexander
Link to comment

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 by zoomer
Link to comment

@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.

Link to comment

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.

 

Link to comment

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

Link to comment

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...?!

 

Link to comment

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...