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Verto Studio 3D - My 3D Modeling studio app. Released on 03/Feb

01-30-2011, 05:56 PM
#1
Joined: Feb 2010
Location: san diego, ca
Posts: 156
Verto Studio 3D - My 3D Modeling studio app. Released on 03/Feb

Update: Finally hit the store today!!! Feb 3rd, 2011

Okay. I tried to keep quiet as long as I could, but I'm just too excited.
I came up with something awhile back that I thought could really benefit app developers as well as app artists that work with anything 3D.

This app took me 5 months of late night coding and endless UI design, and it's almost available. A few months ago I posted about my not-so-good luck with app sales and attributed it to my rushed-development cycle, spending no more than 1 month and more typically 3 days per app I put out. So I said I was going to bring my A-game. Something that really shows off what the iPad can do, and what I can do as a programmer. It'll be the last app I put out there as an indie developer if it doesn't do well, because honestly it is the best I can do.

This program lets you generate, edit, and share 3D scenes from the iPad. Anything it makes, you can use an OBJ loader to load into your apps and use the models on the fly.

It supports polygon and vertex editing, terrain generation, sketch-to-3D extrusion surfaces, material properties, texture mapping, UV texture coordinate editing, and more.




Post your comments, I really want to know what you think.

Last edited by ImNoSuperMan; 02-04-2011 at 02:44 AM. Reason: appinfo=all
01-30-2011, 06:22 PM
#2
Joined: Nov 2010
Location: Portland, OR
Posts: 82
Wow, this looks rad! How much are you charging for it?

Quote:
Originally Posted by mlfarrell View Post
Okay. I tried to keep quiet as long as I could, but I'm just too excited.
I came up with something awhile back that I thought could really benefit app developers as well as app artists that work with anything 3D.

This app took me 5 months of late night coding and endless UI design, and it's almost available. A few months ago I posted about my not-so-good luck with app sales and attributed it to my rushed-development cycle, spending no more than 1 month and more typically 3 days per app I put out. So I said I was going to bring my A-game. Something that really shows off what the iPad can do, and what I can do as a programmer. It'll be the last app I put out there as an indie developer if it doesn't do well, because honestly it is the best I can do.

This program lets you generate, edit, and share 3D scenes from the iPad. Anything it makes, you can use an OBJ loader to load into your apps and use the models on the fly.

It supports polygon and vertex editing, terrain generation, sketch-to-3D extrusion surfaces, material properties, texture mapping, UV texture coordinate editing, and more.





Post your comments, I really want to know what you think.

RAMPS!! Previously iPhone Game of the Week on the App Store.
"... a simple and stylish physics puzzler that you won't want to put down." - Apple

COMING 10/11/12: Lotsa Blocks!

http://lotsablocks.com

01-30-2011, 06:29 PM
#3
Joined: Feb 2010
Location: san diego, ca
Posts: 156
Quote:
Originally Posted by u2elan View Post
Wow, this looks rad! How much are you charging for it?
$3.99 will be the launch price.
01-30-2011, 09:28 PM
#4
Joined: Jun 2009
Location: Hollywood, CA
Posts: 1,869
hugely impressive looking!
this is one of those things that, if as full-featured as you make it sound, I would suspect you could easily charge at least $10 for and not get any grief over it. Looks very awesome!
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01-30-2011, 09:44 PM
#5
Joined: Feb 2010
Location: san diego, ca
Posts: 156
It is already fairly close to fully featured. Im on the fence about raising the price. We'll see how it does after its release.
01-30-2011, 11:14 PM
#6
Joined: Dec 2008
Location: California, USA
Posts: 2,143
That is f'n awesome!!!

Seriously man, very very cool!
01-31-2011, 11:08 AM
#7
Joined: Jun 2009
Location: Hollywood, CA
Posts: 1,869
Quote:
Originally Posted by mlfarrell View Post
It is already fairly close to fully featured. Im on the fence about raising the price. We'll see how it does after its release.
You have a very unique product here and it will raise some eyebrows. Like I said if it works as well as it looks, it will not be too difficult to expect a couple extra dollars out of people's pockets (it's not a game or a "normal" app, and people expect modeling software to be a little costly anyway - well, in the "normal space!") I think if it does get some eyeballs you might get a nice burst of sales up front and then it will likely trickle down (although, no matter what if you charge > $1 the usual forum whiners will denounce it no matter what :/)

That would probably give you a nice follow-up boost of sales if you did decide to drop the price after the initial sale, as people who were on the fence will have a hard time resisting if your app is getting some good word-of-mouth at that point.

Of course this is all just speculation: I'll gladly help spread the word a bit, as the subject matter is near & dear to my heart!
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01-31-2011, 01:33 PM
#8
Joined: Jan 2011
Location: Myrtle Beach, SC
Posts: 269
oh wow, this looks awesome.

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01-31-2011, 01:40 PM
#9
Joined: Nov 2010
Posts: 274
I agree that the price needs to be higher (~$10 maybe). This is a very niche product, so you shouldn't be counting on making money through volume. Since it's not aimed at the mass market and has some nice features that your audience will be interested in, they should be willing to pay $ to get them.
01-31-2011, 03:10 PM
#10
Joined: Feb 2010
Location: san diego, ca
Posts: 156
Thanks for all the comments, guys! The app is still waiting for review since last wednesday. I hope apple doesn't find some stupid reason for rejection. There's a lot to it so there's a lot of chances for them to find something that they don't agree with.

I'll keep the price at $3.99 for launch and adjust as I see necessary. I'm also planning at some point, if this project becomes successful to develop a desktop counterpart on the mac app store with a higher price point, but that's a LOT harder of a market to jump into.