Right-click the field below "Enter a Sketchfab model URL" and PASTE. Return to your blueprint in the workshop. It should include the "/models" you're looking for.Ĭopy this link. If you mouse over a model you should see a link where it points. A page opens with your models, maybe you have one, maybe you have 100. Hover over this avatar for a drop menu & click "Models". How do you get this link? In the top right corner of Sketchfab is your avatar with an arrow next to it, similar to MOST other sites which allow you to access a profile. (There is a space in that link because I cannot post it without it creating an actual link in the thread, which I did not want.
Opening your workshop in a browser window to try to circumvent this will only give you different errors (I tried). If Steam can't see your models, neither can the Workshop.Ħ- Get the correct link! Once you publish, Sketchfab will happily supply you with a link of your work to show all your friends. If you want Steam to see your models, you need to publish them. Best to correct them now than continue on.ĥ- PUBLISH! Your Sketchfab account can be filled with unpublished models if you never publish them. The upload button is fairly prominent in the top right corner of your screen & is highlighted in blue. When using MagicaVoxel, always be sure to export as PLY.Ĥ- Upload to Sketchfab. Whereas the PLY export from MagicaVoxel uploads to Sketchfab spectacularly. Exporting an OBJ file from MagicaVoxel & uploading to Sketchfab results in a correct model shape, but the colors are all messed up. Testing & troubleshooting may be required. Sketchfab supports a wide range of model file types. MagicaVoxel has several, including OBJ & PLY. Whatever editor you use, it should have export file options. If you can capture an entire build with 8 blueprints or less, there's a good chance (unless it has an odd shape) that it will fit into a MagicaVoxel model.ģ- Export the model. So one way or another, you're going to have to build the model yourself (outside the game).įor the record, MagicaVoxel can support a 2x2x2 cubed (8 total) claim size in a single model. But that day probably won't be soon, if it ever happens. Perhaps in the future we will see an editor or blueprint capture interface that includes models made from Creativerse blocks, and you can upload an exact replica of your build to Sketchfab & rotate a 3D copy in your blueprint that looks exactly like the final build. Instead of Creativerse blocks, we have colored cubes which represent blocks. Therefore, the resolution you see in the blueprints above is the best we can manage at this time. When exporting for Sketchfab, each of these smaller parts will export as an individual model. MagicaVoxel is now capable of absolutely huge builds, but it supports these large builds by storing & editing them in smaller parts. Looking at the options tho, it looks like MagicaVoxel is the name you want for block editors to Sketchfab. The model in the blueprints above were built in MagicaVoxel, but there are other block editors and probably a few compatible with Sketchfab. If you want a 3D model you have to build it yourself. Currently, capturing a blueprint does not generate a model which you can upload to sites like Sketchfab.
#MAKE SKETCHFAB MODELS AUTOMATICALLY SPIN FREE#
But for now the free account is all I use & should be all you need for Creativerse.Ģ- Build the model (outside the game). If I find someday that a paid account is worth my while, I may go that route. I'm not yet sure how useful this website will be to me. Sketchfab is a website which offers paid & free accounts. Very snazzy.ġ- You need a Sketchfab account.
#MAKE SKETCHFAB MODELS AUTOMATICALLY SPIN MOVIE#
The first "picture" in each blueprint looks like a movie from the thumbnail, but if you click that thumbnail it's actually a model you can view in 3D. While viewing a blueprint, right on the blueprint page, you can see a 3D rendering & rotate it & everything. The devs have included a neat little capability in the workshop.