Unbound enables players to make 3D things in a new and fun way: With Friends. Jam on new ideas in the same VR space then work on articulate sculpts together. With the ability to export to your favorite tools and to 3D print. This is the beginning of Unbound Early Access.
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Release Date:
Jan 8, 2018

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Early Access Software

Get involved with this software as it develops.

Note: This Early Access software is not complete and may or may not change further. If you are not excited to use this software in its current state, then you should wait to see if it progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“We have spent many years creating the foundations and Unbound is now quite powerful and a lot of fun. With that, we’ve reached a turning point where our focus switches to adding features, improving usability and playing with new fun things our engine can realize. For this next phase, we want to include the community and enjoy it with us.”

Approximately how long will this software be in Early Access?

“Approximately around two years time.”

How is the full version planned to differ from the Early Access version?

“We are planning to add many creation features beyond the expression of 3D models and forms. During Early Access we’ll be frequently improving our custom engine and build new features into Unbound. For a general scope, our ideas include:
  • Improved and polished usability (UI/UX)
  • Improved library and sharing of creations
  • A larger variety of tools, both fun toys and expressive creation tools for sculpting and crafting of mechanical or architectural objects.
  • A larger variety of visual styles and materials
  • Support for a larger number of collaborators over the network
  • Physics and animation tools
  • Non-VR support beyond spectating
  • Scripting support to enable creators to make their own tools and interactions
  • Additional export capabilities
  • Support for large worlds and community created environments
  • Performance optimizations and additional platform support

What is the current state of the Early Access version?

“The first Early Access release includes the features listed in the “About This Software” section below. As with all Early Access software, there might be the occasional hiccup but the features mentioned are ready to use.
Important Note: Unbound will remain NVIDIA-only for some time after the initial Early Access release. Other platform support will be added in the future.”

Will this software be priced differently during and after Early Access?

“We are planning to increase the price when we leave Early Access.”

How are you planning on involving the Community in your development process?

“We've set up a support site that lets our community post feedback, ideas and bug reports. Beyond that, you can reach us on Twitter: http://twitter.com/unbound_io, http://twitter.com/rianflo for Florian and https://twitter.com/abductee_org for Michael.”
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Notice: Requires a virtual reality headset. See the VR Support section for more info.

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Recent updates View all (14)

February 16

Hotfix v0.2.6b released

Edit: Hotfix is now live. Please let us know if there are any remaining crashes.

We have found some crashes / performance issues that might have been introduced with the last SteamVR update a couple of days ago. We're looking into it right now and will post a hotfix soon.

Many apologies to those users who are affected.

Florian & Michael
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February 14

Unbound v0.2.6 - Export, Connected Objects, Oculus Touch

February Feature Update

Exciting news! In this release we focused on two major components of Unbound: extending the mesh export capabilities and adding the first generation of building things beyond individual sculpts: attaching objects.

Improved Export using FBX and GLTF
When exporting a mesh from Unbound, users can now select from three different formats: GLTX, FBX and OBJ. GLTF and FBX Exports now also include normals and per-vertex parameters for Physically Based Rendering workflows, meaning Albedo, Metallic and Roughness. In FBX we write the Metallic and Roughness parameters into UV0 as FBX does not support PBR, which still can be easily loading into Unreal Engine for instance.


Export with naming


Export with PBR Material in Unreal Engine 4

For Unity, we will provide a custom shader soon, but the work in progress looks like this:

Export with PBR Material in Unity with custom shader

GLTF on the other hand is very promising. We've proposed an extension for vertex attribute based PBR and got great feedback from the community. Check out the proposal here: https://github.com/UnboundTechnologies/glTF/blob/master/extensions/2.0/Vendor/EXT_pbr_attributes/README.md
On amazing thing about GLTF is that you can simply double-click it on Windows 10 and it opens and renders nicely in Windows Mixed Reality viewer, which is part of the OS.


GLTF export of three connected meshes in Windows Mixed Reality Viewer

Object Transform Parenting

For Unbound, we want to enable building things far beyond "sculpting" of single objects. Unbound's engine already supports multiple objects, all of which are always changable. In this release, we're adding the possibility to attach objects to each other. For instance: you can create a little car, make a seperate wheel, clone it three times and attach each wheel to the car. Our new mesh exporter will contain all that information which can be used to import the creation into Unity and Unreal, etc. If you drag it into a Unity scene, the transform hierachy will show up and you can continue building whatever you want.

NOTE: We will demostrate this export path in more detail in an upcoming video. Stay tuned!


New Features
  1. Attaching of objects (doubles as "layers")
  2. Saving and loading of connected objects
  3. Exporting of connected objects (loads as hierachy in Unity, Unreal, etc.)
  4. New export formats: FBX and GLTF
  5. Added PBR Albedo, Metallic and Roughness to exports
  6. New virtual keyboard for naming exports
  7. Added progress indicator for exports
  8. Addes new effect for rendering subtractive shapes
  9. Automatic saving and loading of Avatar

Improvements
  1. Revamped button mapping for Oculus Touch controllers
  2. Added a user settings file to remember handedness
  3. Fixed a startup problem in non-VR spectator mode
  4. Redesigned the main menu to be less obstructed
  5. Fixed a bug where brush model was in the wrong state
  6. Tuned the object menu for better contrast in all environments
  7. Internal engine improvements and bug fixes

Your feedback:

We have a support site up now at: https://unbound.helprace.com/
Your feedback, bug reports and anything you might wanna let us know is much appreciated.

Enjoy!
Michael+Florian

Twitter: @unbound @rianflo @abductee_org

0 comments Read more
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About This Software

Unbound encourages playful creation using virtual reality gear with tracked controllers, while enabling two creators to collaborate in real time in the same space, on the same 3D objects.

The initial Early Access launch includes:

Realtime collaboration

Invite friends into the space and play or work together over the internet.

Sharp Features

Our models can uniquely represent organic shapes as well as more mechanical, CAD-like objects.

Multiple Objects

Unbound is built to go beyond the modelling of a single object. Like a game engine, Unbound can have thousands of objects in a scene. And every thing is always changeable.

Compact Models

Unbound models are tiny when you save them. This makes sharing a model over the network and bringing them into a collaborative space pretty much instantaneous.

Physically Based Material System

Mix materials as you craft, sculpt or spay paint on models. The volume and surface of creators edits are stored internally, for use during saves.

Export

Creators have the ability to export mesh models from Unbound’s volumetric format. Take your models with you and continue using your favorite tools, whether it’s game development, rendering or 3D printing.

Important Note:

Unbound will only run on NVIDIA GPUs for some time after launching in Early Access. Most of our algorithms are heavy on GPU compute and as a small team, development really benefited from building with CUDA. Once Unbound is ready to be optimized, we are planning to port this to AMD. We kindly ask for your patience and understanding.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 7, 8, 10 (64-Bit)
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GTX 980
    • Additional Notes: NVIDIA ONLY (NO AMD GPU SUPPORT YET)
    Recommended:
    • Requires a 64-bit processor and operating system
    • OS: Windows 7, 8, 10 (64-Bit)
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GTX 1070
    • Additional Notes: NVIDIA ONLY (NO AMD GPU SUPPORT YET)
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