Verto Studio VR Activation Code [hack]
- innalitaphys
- Sep 2, 2019
- 12 min read
About This Software VertoStudio VR is a fully-capable 3D modeling studio designed to run entirely in VR! No mirroring or external software is required of any kind. You can use it to import FBX, OBJ, DAE (and more) directly in front of you, then configure every aspect of the visual display of these scenes directly down to the individual polygons. It also supports a full-scale desktop 3D modeling mode that can run at the same time as the VR mode!Whether you are mocking up a quick VR workflow, or designing production VR environments, this tool eliminates all of the pipeline complexity involved with getting 3D assets and content into VR quickly. Using Verto Studio, there is no more guesswork in designing for VR. By including a traditional desktop-based 3D modeling mode, artists can move into VR at their own pace, and leverage the benefits of both modes as they navigate their way into this new technology.Verto Studio VR Features Create 3D scenes from scratch without the need for external computers or software. Prefabs: Plane, Cube, Sphere, Torus, Cylinder, Sketch (draw in 3D), Terrain height map (image based), Text (supports custom ttf fonts) Object edit mode: Rotate, Translate, Scale, Select entire objects and manipulate their transforms. Includes real-world unit system for editing absolute position and scale of objects in meters. Snap to grid, snap to vertex, snap to edge, snap to face Low-Poly CSG (Union, Intersect, Subtract, Chisel) Live polycount reduction (quadratic mesh simplification), UV texcoord editing Subdivide Mesh smooth Vertex weld Grabbing objects & polygonal selections via grip buttons. Teleport and Fly locomotion support VR Skyboxes environments: Includes Blue sky, gray sky, light grey environments (or can be disabled). Immersive VR (IVR) scale setting via simple control to easily dial in scale of entire scene. Left-handed controller mode. Multiple editable lights Material editing: Phong, Reflective/refractive environment mapping, Bump mapping, Toon shading Runs custom GLSL shaders created in other versions of the app File importing: FBX, DAE, OBJ, and more File Exporting: OBJ and vsxproj (Verto Studio) Concurrent editing features (drop into desktop editor while in VR at the same time). Export Verto Studio scenes to cloud drive. Full-featured Desktop Mode allowing editing concurrent with VR viewer (two-user mode). VR Voice Commands on Windows 10 "Edit", "Select All", "Delete", etc. HoloPlay mirroring support for Looking Glass Displays Complete file compatibility with the HoloLens, iOS, and Mac versions of Verto Studio 3D and more! 7aa9394dea Title: Verto Studio VRGenre: Animation & Modeling, Design & Illustration, Game DevelopmentDeveloper:Verto Studio LLCPublisher:Verto Studio LLCRelease Date: 20 Jul, 2017 Verto Studio VR Activation Code [hack] verto studio vr review. verto studio vr. verto studio vr hololens. verto studio vr review. verto studio vr. verto studio vr hololens Pretty amazing app! Lacks user tutorials right now and learning curve is medium. Hopefully more vids will come out on youtube. Havent been able to do to much so far, but looking forward to creating with this app. Desktop app not very easy to use yet. UI lacks buttons\/description of buttons. You just press to see what it does then undo. There is a presence on Discord, but few followers. This will no doubt get better in time. Hopefully I can get thru learning curve to see its true potential! Still glad to support a smaller dev. Looking glass support is nice. I learned about this tech from VS and just had to buy one! I mean, real time holograms? Are you kidding me? Cant wait to get it and interface with VS.. The Oculus version of this app isn't fully baked: the "hands" get in the way of the menus, and many of the trackpad functions don't work well with thumbsticks. The interface is also monumentally clunky. It's too bad, because a tool like this for VR could be truly useful.. BRILLIANT! Loving it so far! I'd compare it to Google Block's bigger, bolder, better looking older brother :Dso i just spent 1 hour with verto studio in desktop mode after owning it, and being intimidated by it, for about two weeks. figured i'd dip my toes in the water on the desktop mode so that i could see how this software was different than what i'm used to in blender. i had previously read through the help manual, but to be honest, i forgot all of it before i opened verto studio again this evening. i generally like to freestyle because i figure if an app is intuitive enough, i should be able to just pick it up and go, being of (debatably, lol) average intelligence.I am curating a suite of VR softwares that will allow me to create as-close-to-production-level game assets for VR games. just an aspiring indie dev in my spare time but it's tools like verto studio that are closing the gaps and utilizing the control features of being able to work with 3d modeling tools in VR.So far I have used MasterpieceVR to make some pretty decent looking sculptures but i very much disliked having to leave VR to do retopology of the sculpture in blender on desktop. Verto Studio is now going to be my go to solution in that regard. With little to no direction, i managed to find and use their version of "decimate" to lower my model's polygons by 75% and the algorithm produced a more than acceptable result in comparison to blender's decimate modifier. The thing that got me the most excited was the face snapping. I've done retopology in blender and it's a very tedious process. so far with verto studio i was able to just import my model, drop a plane in the scene, turn on snapping to face, and then i started dragging the vertices of the plane just outside the mesh of the sculpture and lo and behold, after a few seconds of tweaking, the vertices were snapping directly to the face of the sculpture and i was able to extrude out forming the basis for the manual retopology of a face.anyone who has done manual retopology will appreciate the hell out of how verto studio does it. i've used Bsurfaces addon in blender, draw tool in maya, and i've researched retopoflow for blender quite a bit. This software is the real deal and i look forward to making videos as i learn more. i've been looking for something like this and i'm glad i found it. i was wrong to think that the capability of this software would have a direct relation to it's difficulty in use. somehow it seems the complete opposite; pretty darn robust for as easy as it is to use. i'm super excited to try the VR mode tomorrow but am so glad that at least i can fall back on the desktop mode when i need to. Even if i learn that it can't do some of the things i need done, the fact that it offers VR support and the next step up in that direction is maya's MARUI plugin ($180\/month USD for maya autodesk + $40\/month for MARUI plugin monthly sub), leaves me feeling like i got a steal when i bought this software :D. BRILLIANT! Loving it so far! I'd compare it to Google Block's bigger, bolder, better looking older brother :Dso i just spent 1 hour with verto studio in desktop mode after owning it, and being intimidated by it, for about two weeks. figured i'd dip my toes in the water on the desktop mode so that i could see how this software was different than what i'm used to in blender. i had previously read through the help manual, but to be honest, i forgot all of it before i opened verto studio again this evening. i generally like to freestyle because i figure if an app is intuitive enough, i should be able to just pick it up and go, being of (debatably, lol) average intelligence.I am curating a suite of VR softwares that will allow me to create as-close-to-production-level game assets for VR games. just an aspiring indie dev in my spare time but it's tools like verto studio that are closing the gaps and utilizing the control features of being able to work with 3d modeling tools in VR.So far I have used MasterpieceVR to make some pretty decent looking sculptures but i very much disliked having to leave VR to do retopology of the sculpture in blender on desktop. Verto Studio is now going to be my go to solution in that regard. With little to no direction, i managed to find and use their version of "decimate" to lower my model's polygons by 75% and the algorithm produced a more than acceptable result in comparison to blender's decimate modifier. The thing that got me the most excited was the face snapping. I've done retopology in blender and it's a very tedious process. so far with verto studio i was able to just import my model, drop a plane in the scene, turn on snapping to face, and then i started dragging the vertices of the plane just outside the mesh of the sculpture and lo and behold, after a few seconds of tweaking, the vertices were snapping directly to the face of the sculpture and i was able to extrude out forming the basis for the manual retopology of a face.anyone who has done manual retopology will appreciate the hell out of how verto studio does it. i've used Bsurfaces addon in blender, draw tool in maya, and i've researched retopoflow for blender quite a bit. This software is the real deal and i look forward to making videos as i learn more. i've been looking for something like this and i'm glad i found it. i was wrong to think that the capability of this software would have a direct relation to it's difficulty in use. somehow it seems the complete opposite; pretty darn robust for as easy as it is to use. i'm super excited to try the VR mode tomorrow but am so glad that at least i can fall back on the desktop mode when i need to. Even if i learn that it can't do some of the things i need done, the fact that it offers VR support and the next step up in that direction is maya's MARUI plugin ($180\/month USD for maya autodesk + $40\/month for MARUI plugin monthly sub), leaves me feeling like i got a steal when i bought this software :D. Best modelling tool I've used in VR so far!! I can't wait to see what it grows into. I'll be using this as my go-to tool while I wait! V1.0.1.0 is now live!: A wild update approaches! With this major patch, we are bringing you many quality of life changes, bridging some of the tech improvements we have been working on for the upcoming Grim Dawn Expansion.This is a major step towards getting the expansion in your hands later this year and it is finally here!With this update, we are also expanding on the awesome collection of Illusions available within the Loyalist Upgrade. Current and new owners of this collection will find two new helms available from Kory the Keeper in Devil's Crossing: the prestigious Helm of the Venerable Warrior and the bloody Pillager's Dread Helm!We hope you enjoy these latest changes to Grim Dawn and hope to see you in the expansion!For the full list of changes, visit the forum.. Full Release is here!: Thanks so much to everyone who supported by purchasing during early access. We've stamped out the bugs and added the requested new features. I hope everyone loves this tool as much as I loved creating it for you.Major new features:- Hold right menu button during drag to lock it on rails to an axis- Scroll left menu to reveal new options for-- Grid snapping, Vertex Snapping, Edge snapping, Face Snapping-- Show and edit object pivots-- CSG (union, intersect), etc.-- Copy/Paste objects & mesh data between scenes- Desktop mode is now certified and stable- Tons of other bug fixes. Build 24 Hotfixes 1 & 2 Live: As always, we are committed to maintaining as bug free an experience as possible.In light of this, we recently released two hotfixes for Build 24 that not only include critical bug fixes, but also some great touch-ups to existing content (such as a visual update to Wightmire).For the full list of changes, visit the changelog.. Grim Dawn V1.1.0.0 is now live!: Get your theorycrafting caps on, because Grim Dawn's latest major update has arrived!While this one has its own big share of balancing changes as we prepare you for the Forgotten Gods expansion later this month, the biggest highlight by far is the introduction of our much more powerful Loot Filter. Be sure to check it out!For the full list of changes, stop by the forum!. A Look Back at 2014: The game has grown tremendously in the last year. Join us as we take a look back at all of the features and content that were added in 2014. You may even find a hint at what's still to come!Thank you to all of our fans who have purchased a copy and provided feedback. Your continued support is helping make Grim Dawn the best game it can be.http://www.grimdawn.com/forums/showthread.php?t=18641. Diablo 1 & 2 designer joins Crate team: We’re happy to announce that we’ve brought on Eric Sexton to help enrich and accelerate the design work on Grim Dawn. It is especially exciting for us since Eric was one of the early artists / designers at Blizzard North, contributing to what are obviously some of our favorite games of all time.Starting as an artist when Blizzard North was originally called “Condor,” Eric animated player characters on Diablo 1 and contributed such creative touches as the macabre detailing of the Butcher’s room and wrote many of the quest concepts. Transitioning to more of a design role on Diablo 2, Eric contributed to the story and world development. Most recently, Eric worked on the creature design team for Borderlands II, creating NPCs and monsters.On Grim Dawn, Eric is primarily involved with world building and the development of lore but is eager to branch out. He was able to get up to speed on level creation quickly and has already made major contributions, building the mountain fortress that will mark the end of Act 3 and working on an expansive high-level swamp region where some faction quests will take place. Eric has demonstrated a special knack for creating unique points of interest within levels to give them a distinctive feel and detailing out dungeons in a way that really enhances the atmosphere.Beyond improving our design efforts, we’re also hopeful that this new addition to the team will help increase the rate at which we can produce the remaining content and speed us towards the end-of-year delivery we’re currently targeting for the full release of Grim Dawn.. Grim Dawn has Released!: It's been a long road to release, but we are finally here!We would like to thank all of our early supporters (on our website, the Kickstarter and here on Steam). You have helped make this project bigger and better than we even dreamed when we first set out to create it.Though the release is now a part of history, this does not mean that we will not continue to support the game. You can still look forward to more updates, modding tools, Survival Mode and a full Expansion.Thank you again, and we hope that you enjoy the game!- Crate Entertainment. Build 15 is out with fixes, improved Wightmire layout and balancing changes!: Follow this link to view / respond on the Grim Dawn forums:http://www.grimdawn.com/forums/showthread.php?p=127112#post127112Build Notes:Tech:Added opt-in anonymous statistics reporter. Reports dxdiag logs and various gameplay stats back to our server.Crashes should no longer break character save files.Fixed a crash that could occur when particle based decals were applied between regions.Fixed a bug where simultaneous pet attack/pet death could result in missed quest credit.Fixed a bug where loot orbs had a small chance to generate no loot.Game:The amount of Aether Crystals required for the Kasparov's Experiment quest has been reduced to 4 from 5.Increased the rate at which base weapon damage scales up between item tiers.Increased base damage for 2h guns.Reduced defensive ability on certain common monsters and champions.Reduced the number of dynamic barriers in various levels, notably Wightmire, which is much more open now.Reworked parts of Wightmire, adding a secondary road to serve as a more obvious but less direct path through the swamp while making the Milton Hart quest location a little more of an "off the beaten path" destination.Set Warden to "Never Roam" in hopes that he will finally stay in his room!The one-shot chest in the mine containing the captive rovers has been moved to a new, higher level, location. Characters that have already looted this chest will not get a second chance at its new location.Direni now has a maximum level he can spawn at when hostile.Most One-Shot chests now spawn randomly around their areas (ie. the Burrwitch Estates one-shot chest will always be somewhere in the Burrwitch Estates).One-Shot chests will now only be marked as opened after the player has actually opened them, rather than merely discovering them (Yes, this includes the Warden's chest, which has been reset for all characters).Added a new component (Viscous Venom). Adds poison resist to armor.Added line of sight checks to Bloody Pox, Sigil of Consumption, Doom Bolt, Curse of Frailty.Fixed a missing roof hitbox causing a line of sight issue.Added partial localization files to distribution.. Steps of Torment and 2h Melee Weapons are now available! (Build 19 Released): We are proud to announce that another major build has just gone live for Grim Dawn.With this update, you can now access some of the most challenging content available in Grim Dawn to date, with the addition of two rogue-like floors to the Steps of Torment. Also, those of you who prefer to take on hordes of monsters with a huge hammer can now do so with the brand-new two-handed melee weapons category, Epics included!And that's only scratching the surface. You can read the complete changelog here.
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