Nice update! I love Blender and Shapelab. And i want Shapelab will support key customizing for easy to select second/third brush. Could you upate custom key feature?
I was very surprised by this tool! intuitive and the right amount of technical support and detail to stand out. Very great feature are the metarials! Will it be possible to import my own materials? To be able to use it freely for my sculping process and be able to do hard surface, I would like request some features (like in adobe medium): - standard continuous free brush drawing - line constraint (!!) and/or as a quick soft feature "angle snap"
I bought this a couple days ago. I'm a character artist by trade, here's my two cents. You need to be able to delete polygons. Right now the nest needs to be voxelized first. I really enjoy being able to move hook elaborate surface contours. It's almost possible to use the move hook brush to sculpt a face, but eventually you end up overlapping strokes which jumble them instead of merging them. Using this process you can end up with a rats nest of thin strands of polygons that don't merge/ consolidate. You can voxelize and pray the holes close to eliminate the rats nest but I think intuitively you want to just rub the hook brush back and forth quickly to smear the stands into a new replacement patch that connects them all/ regularizes them. I find the ability to be able to work on a non water tight mesh - amazing, medium cannot do this. Next, you need to be able to wipe a custom 3d shape instead of single clicking to add or subtract. I medium I can get beautiful 3d texture/ surface detail on a surface by using another 3d object and rubbing it against the one I'm working on. This is key. Being able to wipe a 3d surface to imprint another is what vr sculpting is all about. You definitely have something going, it's very special. Thanks!
It's beginning to smell a lot like Christm- no wait it's paint, it smells like paint, EVERYBODY OPEN THE WINDOWS ! Question for the exports with the metallic/emission : - Can we export directly to a file format (FBX) ? - Isn't there a way to make a Blender add-on with custom nodes, so that we get outputs with the names Rough/Metal/Emission directly ?
Haha we see what you did there.. :D About your questions: -You can export directly to FBX or GLB, the process is the same in Blender -We were actually considering Blender add-ons. Can you explain what you mean a bit more in detail? To make it easier to connect the nodes? Do you have any other useful Blender add-on in mind?
Hey so I'm having fun playing with the program but is there away to recover a project if the app crashes? or if there a way to put a auto save like every 10 mins
Hey there, there is no autosave currently, but we might consider it in the future. Did you experience any crashes? If yes, could you please send us an explanation of what you do before it happens, along with a player.log file, at vr@leopoly.com so we can look into it ? You can find the log.file here: C:\Users\username\AppData\LocalLow\Leopoly Kft_\ShapeLab\Player.log
Hey I just bought because of the great videos but I'm a little confused... There is no angle snapping when moving your sculpt or when inserting new shapes? Wouldn't this be very easy to implement? like holding the A-button while moving the sculpt to snap to 45° angels? Also I haven't found a way to reset my view to human-scale, very annoying... TIlt brush exported my human-sized figure in correct scale to blender/unity, my human sculpt in this (same size as me) came out as like ~30m high in blender. Does anyone know if adobe medium runs on steamvr? Why is that free when I payed money for shapelab *rolling eyes*
@@mitjakrybus7820 Thanks for sharing your feedback with us! We are aware of an increasing demand for snapping tools and more precise transforms and we’ll take your request into account as well! A way to work around scaling is simply to import your files into other software like Unity, Maya or Blender, where you can size it and rotate it. As there is no fix grid that is standard for all of the apps you could run into problems with other software too (like the Z up, Y up difference). If you have questions on how to use the app, consider joining our Discord server where you can find a helpful community of users.:)
@@ShapelabVR Yeah I was just confused because it's literally 5 lines of code which would make the program so much more capable, but I found them workarounds in blender myself. I never had to adjust the scale of my tilt brush sculpts in any of the other programs though.
Only 34 likes? This feature blew me away.. I'm pumping out multiple characters a day with this app now. VR workflow like this is the future!
Nice update! I love Blender and Shapelab. And i want Shapelab will support key customizing for easy to select second/third brush. Could you upate custom key feature?
Hi there, thank you for the kind words and feedback! We will keep your request in mind.
Great thanks 👍
I was very surprised by this tool! intuitive and the right amount of technical support and detail to stand out. Very great feature are the metarials! Will it be possible to import my own materials?
To be able to use it freely for my sculping process and be able to do hard surface, I would like request some features (like in adobe medium):
- standard continuous free brush drawing
- line constraint (!!)
and/or as a quick soft feature "angle snap"
❤️
You guys are cool. I ask one more thing, is it possible to add transparency for wireframe? I will be happy.
I bought this a couple days ago. I'm a character artist by trade, here's my two cents. You need to be able to delete polygons. Right now the nest needs to be voxelized first. I really enjoy being able to move hook elaborate surface contours. It's almost possible to use the move hook brush to sculpt a face, but eventually you end up overlapping strokes which jumble them instead of merging them. Using this process you can end up with a rats nest of thin strands of polygons that don't merge/ consolidate. You can voxelize and pray the holes close to eliminate the rats nest but I think intuitively you want to just rub the hook brush back and forth quickly to smear the stands into a new replacement patch that connects them all/ regularizes them. I find the ability to be able to work on a non water tight mesh - amazing, medium cannot do this. Next, you need to be able to wipe a custom 3d shape instead of single clicking to add or subtract. I medium I can get beautiful 3d texture/ surface detail on a surface by using another 3d object and rubbing it against the one I'm working on. This is key. Being able to wipe a 3d surface to imprint another is what vr sculpting is all about. You definitely have something going, it's very special. Thanks!
It's beginning to smell a lot like Christm- no wait it's paint, it smells like paint, EVERYBODY OPEN THE WINDOWS !
Question for the exports with the metallic/emission :
- Can we export directly to a file format (FBX) ?
- Isn't there a way to make a Blender add-on with custom nodes, so that we get outputs with the names Rough/Metal/Emission directly ?
I think they could do this. But maybe they shuold be better to take a time for another features(ex: easy brush change).
Haha we see what you did there.. :D
About your questions:
-You can export directly to FBX or GLB, the process is the same in Blender
-We were actually considering Blender add-ons. Can you explain what you mean a bit more in detail? To make it easier to connect the nodes? Do you have any other useful Blender add-on in mind?
Hey so I'm having fun playing with the program but is there away to recover a project if the app crashes? or if there a way to put a auto save like every 10 mins
Hey there, there is no autosave currently, but we might consider it in the future. Did you experience any crashes? If yes, could you please send us an explanation of what you do before it happens, along with a player.log file, at vr@leopoly.com so we can look into it ? You can find the log.file here: C:\Users\username\AppData\LocalLow\Leopoly Kft_\ShapeLab\Player.log
Hey I just bought because of the great videos but I'm a little confused... There is no angle snapping when moving your sculpt or when inserting new shapes? Wouldn't this be very easy to implement? like holding the A-button while moving the sculpt to snap to 45° angels? Also I haven't found a way to reset my view to human-scale, very annoying... TIlt brush exported my human-sized figure in correct scale to blender/unity, my human sculpt in this (same size as me) came out as like ~30m high in blender.
Does anyone know if adobe medium runs on steamvr? Why is that free when I payed money for shapelab *rolling eyes*
Sry for whining but I really wanted to sculpt a flying island for my game... how do I even know which side is up after moving my sculpt once?
@@mitjakrybus7820 Thanks for sharing your feedback with us! We are aware of an increasing demand for snapping tools and more precise transforms and we’ll take your request into account as well!
A way to work around scaling is simply to import your files into other software like Unity, Maya or Blender, where you can size it and rotate it. As there is no fix grid that is standard for all of the apps you could run into problems with other software too (like the Z up, Y up difference).
If you have questions on how to use the app, consider joining our Discord server where you can find a helpful community of users.:)
@@ShapelabVR Yeah I was just confused because it's literally 5 lines of code which would make the program so much more capable, but I found them workarounds in blender myself. I never had to adjust the scale of my tilt brush sculpts in any of the other programs though.