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FlowScape

Let Nature Flow from your Brush · By PixelForest

Exportation to another software

A topic by Zaynox created Oct 29, 2019 Views: 9,124 Replies: 43
Viewing posts 21 to 25 of 25 · Previous page · First page

I just bought Flowscape tonight and I am very pleased and displeased at the same time. I purely bought this program to import environments from Flowscape into other programs, specifically Daz3D. It was implied this was possible on the Flowscape website. I was very pleased to find how easy the program was to operate but exceptionally displeased when I found that exporting was not native to the program. Why? This program should not exist without export capability. I don't want to have to mash my actors and setting together with a screenshot of what should be a 3d environment. I expect an export option within a fortnight or a full refund. I have spoken.

Hiya!

Well, it's been over a year. No export. :( That's ok, still a WONDERFUL program to play with! :)

HOWEVER... ;) ...the whole "polygon count / file size" argument is now moot in regards to Unreal Engine 5. If I can have a scene consisting of several BILLION polygons, all with full textures and real-time global illumination.... exporting a scene from Flowscape is a no brainer.

Just do that and let everyone else deal with exporting from UE5 to whatever they want (UE5 is free). I could, if so inclined, export from FS, import to UE5, then export from UE5 into .fbx, for example.

So...I guess the balls back in Flowscapes court again. ;)

I believe the issues lies much more with copyrights than anything. As a developer, you can purchase 3D models to use in your commercial game. However, only to be used within that software. The dev has most likely bought some or many of the assets being used in Flowscape, which each comes with different copyrights. 

People often sell a small set of game engine ready for about 20-50$ or more. You can't honestly expect to have all those assets to use within you own unity/unreal projects for 15$. 

And why does 3D models, rigged and ready to be used in game projects costs as much? Because it takes hours to make. 

I suggest looking into tutorials for open-source softwares for 3D-modeling like Blender. There's also many free textures to use online. 

Saving as a unreal editable map would be sufficient :)

Looks great though. Congrats.

Hello. A little reminder here that a lot of us love what you have been making here with this, and we DO want an export feature. It's nice that characters can be imported into Flowscape, but that does not serve my needs (so I actually have not spent much time using Flowscape). I still recommend it to others as a potential tool for creating backdrops or whatnot, but I also make a point to be clear that you have been refusing to add an export feature with the excuse that not enough people are interested in it, despite it being requested a lot. I'm not sure what your real reason is for not adding an export feature, but you can tell us. We love what you've made here and want to use it more!

Wow! So many opinions, now I know why this program is on my shopping list, I've tried to buy it twice and my habit of reading everything to the end before buying doesn't let me get to the end. 

I'm a beginner in game development, where time is all we don't have.

 We are constantly being asked for quality. With this lack of time, programs like Flowscape are essential, but I think our wonderful developer doesn't have the ability to create exports and keeps hiding behind many excuses. 

So let's make his life easier by informing him about the GLTF/GLB import and export format. I think this makes things much easier. Major programs have used this format, for example Castl Game Engine, Gdevelop, Godot, and in my imports and exports to other formats using Blender there are no losses, because I use GLTF files all the time converted to .FBX, Colada and obj in a great and simple engine called coppercube (LOL I'm very bad at programming so using something simple and practical like flowscape would be an excellent purchase.) in relation to the costs of hiring a more experienced developer. Believe in your community and make a patronage or something similar and leave it to us.

Ask for help for each file format and the one that closes the value first, use all the money to implement it, but my opinion is to only include GLTF, because it will be of great use, since the main 3D engines are already adopting it or it is easy to convert to other formats. Just imagine how many areas are no longer supporting it: short film animation, Indian game developers, 3D models, architects and environment design. Just to start lol...

Viewing posts 21 to 25 of 25 · Previous page · First page