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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.