You can import and export in FBX, OBJ, GLB and STL. You can also save your projects as SL3D (Shapelab project file) to keep the settings of your scene.
Yes, you can export your designs in STL, OBJ and GLB formats, which are supported by almost every sciler software.
Shapelab supports HTC Vive, Valve index, Oculus Rift, Oculus Quest (with the “link cable”) and Windows Mixed Reality devices.
Yes, you can export your work in FBX, OBJ, GLB and STL and use them in other programs.
Shapelab currently doesn’t run on Oculus Quest headsets alone , however it works well connected to a PC via Link cable or AirLink.
Even though Tiltbrush is an amazing creative tool, it is not suitable for creating detailed 3D models and sculptures.Medium is absolutely suitable for 3D modeling, however it uses voxels.
When it comes to modeling organic shapes, polygon mesh-based sculpting is usually more optimal than voxel sculpting and one of Shapelab’s unique value proposition lies here. It uses polygon meshes instead of voxels, which is quite unique among today’s VR design applications. It also features a dynamic topology mode to tessellate and decimate polygons anywhere on the mesh, allowing to easily add or remove details on-the-fly.
For characters, mobs and digital props, mesh based sculpting is usually more optimal than voxel sculpting if you would like to avoid blocky, rasterized designs. Realistic voxel models require a higher number of voxels than a polygonal model would need in vertexes. Using voxel technology also means that you are dealing with not only the surface, but every internal “3D pixels/blocks” as well. This takes a lot of RAM and forces designers to treat the design as a solid object, which means a higher possibility of human errors. Such unwanted errors can be small inner holes or stray material blocks hovering in the holes, which can cause difficulties when you are trying to 3D print the object or use it in 3rd party game engines. Since mesh modeling just deals with the surface, it takes less RAM and there are no “inner space” pixels you have to worry about. Our technology also makes it possible to vary the polygon density and detail in the same mesh. For example, you can design a character with a very detailed face and a less detailed body. This kind of polygon control is crucial when it comes to 3D asset creation for animations, games and other apps.
OS: Windows™ 8.1 or later
Processor: Intel™ Core™ i5-4590 or AMD FX™ 8350, equivalent or better
Memory: 8 GB RAM
Graphics: NVIDIA GeForce™ GTX 1060 or AMD Radeon™ RX 480, equivalent or better Storage: approximately 800 MB available space
Shapelab is still in development and we are continuously working on improvements in performance, while implementing new features.
You can swap hands if you go to “options/user preferences”.
You can find our user manual here
Yes. If you are using Steam, please make sure you launch your Steam client software in offline mode.
There are several environments that you can choose from. You will find both fun and plain/neutral environments.
The primary function of Shapelab is organic modelling, and some features that would help cleaning up 3D scans are still missing, however it is possible to delete parts of the geometry with Boolean operations and fix surface errors with the sculpting tools.
Yes! Join us on Shapelab’s Discord server to discuss the app, share tips&tricks, report bugs, showcase your art, and more! Click here for the invite link.