tag:blogger.com,1999:blog-3779956188045272690.post2832044583505422453..comments2024-03-22T01:46:59.425-04:00Comments on Procedural World: Export your creationsMiguel Ceperohttp://www.blogger.com/profile/17586513342346629237noreply@blogger.comBlogger7125tag:blogger.com,1999:blog-3779956188045272690.post-30168235485244729412015-07-22T16:15:11.110-04:002015-07-22T16:15:11.110-04:00Can the "Creator" license export an FBX ...Can the "Creator" license export an FBX with baked texture? I would be using solely for creating terrain to use in iClone, a realtime animation program, and have no need beyond the studio tool.Anonymoushttps://www.blogger.com/profile/11974433101018107481noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-41374731148795255022015-07-06T17:14:13.658-04:002015-07-06T17:14:13.658-04:00I was using the brush tool, I'll try to figure...I was using the brush tool, I'll try to figure out the select tool placement tonight.Ajmhttps://www.blogger.com/profile/12985928729302303917noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-39545525661628974262015-07-06T17:09:32.063-04:002015-07-06T17:09:32.063-04:00Yes we are doing exactly that with the new UV mapp...Yes we are doing exactly that with the new UV mapped voxels. Not sure if you saw this (still work in progress): http://procworld.blogspot.ca/2015/03/uv-mapped-voxels.html<br /><br />Once this is working you will still have some requirements imposed on the meshes you bring into the voxel world. You will have to make sure they are properly closed otherwise they won't voxelize well. And as usual you will have to be aware of the voxel density to avoid aliasing.Miguel Ceperohttps://www.blogger.com/profile/17586513342346629237noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-28560501888407812412015-07-06T17:04:39.404-04:002015-07-06T17:04:39.404-04:00How do you place the prefabs? Brush or select tool...How do you place the prefabs? Brush or select tool?Miguel Ceperohttps://www.blogger.com/profile/17586513342346629237noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-67524556991432895092015-07-06T16:56:53.462-04:002015-07-06T16:56:53.462-04:00Hello !
This is Absolutely completely Amazing ! ...Hello ! <br /><br />This is Absolutely completely Amazing ! Thanks so much for doing it !!<br />Especially for us that we are content creators ..<br /><br />On the content creators topic ...<br /><br />IS IT POSSIBLE ? To have ( the inverse ) <br /><br />-» Better FBX Import With TExtures with Uvs Baked Directly From Fbx to voxel ...<br /><br />-» Maybe this same technique could be used inversely to Import fbx with 1 or many textures<br />( Then automatically create a voxel with texture Baked from the fbx to voxel ) <br /><br />- » A Alternative would be also to Allow us Import raw Fbx Models ( non voxels ) With our own lods ... And Manipulate position and scatter around in the world ... Then also Import all that ( Voxels and polygons from Mixed mashed and scatered toguether from voxelfarm ) in the Unity/unreal plugins ... Like in the future ...<br /><br />Imagine that we want to animate a dragon flying around ...<br />Or that we would like to import Speedtrees or Plantfactory meshes <br />Or anything we have to serve as ecosystems ... <br /><br />You See Voxels are amazing for some Applications .. but there are sometimes nothing like just import our own polygon with uv meshes as any other 3d engine ...<br /><br />Making voxel farm just manipulate and scatter voxels And juts work with voxels <br />Makes it Limited if we want More AAA Alike looks .<br /><br />Merging both would be a better Future . And make this engine even more powerful.<br /><br />Its just 1 happy customer wish and desire ... <br />But i believe there will be more happy customers if you can do that ^^<br /><br />Thanks so much for bringuing us the future today<br /><br />3DD.us Studio.<br /><br /><br />3DD.us Studiohttps://www.blogger.com/profile/16972587215976446952noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-50607721103427123452015-07-05T23:56:18.437-04:002015-07-05T23:56:18.437-04:00I was playing around in voxel farm and figured out...I was playing around in voxel farm and figured out how to place individual prefab objects, and I must say the scaling options on them are really cool. One thing I haven't figured out though is how to define orientation or position (snap works nice to make things level but when I unsnap the objects get embedded into the ground)Ajmhttps://www.blogger.com/profile/12985928729302303917noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-65278406614745252542015-07-05T07:49:20.585-04:002015-07-05T07:49:20.585-04:00Among other things, awesome job sorting the triang...Among other things, awesome job sorting the triangles into a single texture!Anonymoushttps://www.blogger.com/profile/15535581115008302539noreply@blogger.com