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ZeroLengthCurve  
#1 Posted : Saturday, August 23, 2025 5:27:56 PM(UTC)
ZeroLengthCurve

Rank: Senior Member

Joined: 5/15/2008(UTC)
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Hi,

I noticed Spatial and Blender, among various other brands, at:

https://sketchfab.com/importers

Is anyone here (PunchCAD/SharkCAD) using any importers or exporters with SketchFab or ArtStation?


Would or do any of you sell your 3D models on your own site to command a huger share of your sales, even at the risk of copyright violations or IP theft?

If selling on your own, do you feel that it's probably ok enough just properly registering with your respective country's copyright registration process, and perhaps making each file sale license-based, not just/not merely an "item" sale?

(Note: ArtStation and SketchFab are owned by Epic, which owns Unreal Engine. I'm considering exposing myself to using and learning to use Unreal to try to bring life to something (a spaceship) I have been recently (the past two weeks, almost daily, about 10 hours a day, but truly, effectively, measuring only about 6 hours of actually work effort) creating.)

I've for over 10 years been wanting to do an IP-free spaceship,


I haven't got any clue of what I'm walking into in considering using Unreal Engine, except that the learning curve will be steep and likely painful. And, that I'll have to buy a new, dedicated machine JUST for having to be online to use the environment.


Thanks for any input!
ZeroLengthCurve  
#2 Posted : Tuesday, August 26, 2025 6:35:09 AM(UTC)
ZeroLengthCurve

Rank: Senior Member

Joined: 5/15/2008(UTC)
Posts: 1,048

Thanks: 73 times
Was thanked: 88 time(s) in 57 post(s)
Recently, I deliberately began making space ships from mostly solids, and it's informing me of ideas to go back and apply to my surface ship models where deck sheer, bow top deck curvature, bow stem radius, and stern cut-up could benefit. I might finally get my superstructures to smoothly mate to the top deck edges.

(Yes, I saw the boat mesh tutorial years ago, but, that seems to work for little boats, not surface naval ships. It would be nice if SharkCAD's mesh tools could in the background watch what the user is doing with surfaces and curves and tutor the user on the USER'S work, to save time and frustration.)

Since even some simple surfaces turned to solids then to meshes and then trying to go from the meshes back to ansurface came out as a total bust, I'm just not going to invest in originating my work in or turning it into meshes. Hitting a point/vertex limit which appears to be contractual and not technological (imposed upon, not by, Tim?) is a limiting.

But, getting a little more outside of my comfort zone with SharkCAD is teaching me a few things about workflow and organizing my work.

Had some fun creating an ellipsoid, rotate-copying by 90 degres the same, then splitting each at the halfway point of the narrower diameters, skinning every two or three curves, and then moving and scaling the curves to see what would happen was overwhelming but amazing.

Gabe me a lot of ideas in order to come up with good, smooth surfaces to turn into solids for mass props purposes.

SharkCAD is still nice for originating my hobby works.

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