I love my first tests using Shapr.
However, what’s super important for me is to have an export option, where I can control the density of the Bevels or Chamfers.
I was exporting an .STL file, which is the only option I do have currently in the trial version.
I need to know if any other export options are available, that will allow me to control the density of the polygonal mesh?
Please have a look at the screenshots below:
After import into Blender:
as you can see, the density of the beveled edges is very high. I would like to use Shapr to model Low-Poly Mobile Video Game assets.
So it’s super important, to have export options that will allow me to control the density of certain edge loops, the density of the bevels, chamfers and fillets.
Is this possible?
Below a screenshot from my first test, attempting to model from an image reference, a concept design.
Hmm… so that means, I could somehow control the resolution.
But doesn’t that mean, if I go with the lowest resolution, that I will not have as many edges?
Is it possible to share my test file for you to see how the mesh would likke like when using different export settings?
Do you believe the mesh can be used for Low-Poly Mobile Games?
Ben, you are correct, I would need the .shapr file. If that export is not available on the free or trial version, sorry I won’t be able to test for you.
I only have the free trial, and that doesn’t allow me to export a shapr3d project file. What a bummer… I guess for testing it would be also very important, especially if you want to check all export options to see if the mesh qialifies also for low-poly mobile game assets,
lol; yeah sure… but I have to admit, what’s the trial good for testing, if you can’t test it to its full extent with all its features? Kinda odd, don’t understand the philosophy behind that business model.
It drives new potential users away and it’s a huge turn-off. You spend time learning and investing in it, but if you can’t try it with all its built-in features… bruuhhh…
at the end, a happy trial user, will be a happy customer.
just my two cents to this.
also, from all my business experience, driving new customers… it’s usually better to even have some happy artists using that tool, to build a community, extend and mak it make popular. Users like me would create tutorials, etc. that would inspire and help others.
It’s hard to find that… at least, at the current stage. What I can see are youtube ads. Okay, now I added another 50 cents… lol;
interesting… hmmm… and confusing… what’s the difference between a free and trial version? I am pretty sure a lot of users might see both versions as the same.
@Istvan I see, thank you. What’s your take on the export features and options for low-poly mobile game assets?
Are there any video tutorials, examples, or recommendations that show preferred low-poly export options?
I am pretty sure I will not be the only one that is interested in that feature. I would say, it’s crucial when using Shapr for hard-surface modeling.
Which, I wanted to say. I love it so far, there is no doubt that I can create hard-surface shapes faster using Shapr, and it seems pretty easy and intuitive to use.
However, in the end… a lot of people do need optimized low-poly meshes, also important for UVWs and the continuous process of texturing.
Thanks for everyone’s input, thoughts, and ideas,
appreciate it!