I believe in C3. I have since day one (I've been here a long time).
I'm building materials into construct as shaders.
The one thing we're missing is access to mesh vertex normals. I.e. C3 can import a 3Dmodel and it has access to its mesh vertex normals (it's why it can render lowpoly models as smooth), but it doesn't expose the vertex normals to the shader.
I made a feature request, which you can upvote:
github.com/Scirra/Construct-feature-requests/issues/718
Ashley I was very very considerate of your time and implementation scope, I've been researching this for weeks before writing it. Before the 3Dmodel implementation! I was working with 3D models made out of the grid mesh, I even wrote a working 3D to C3 mesh tool.
Anyway.
Here is why users like you would be interested in this feature. You could have 3D objects that, with only the addition of a matcap texture,
could look like this:
Also cubemap reflections are possible. Gouraud shading without an actual light system (you could have a sprite that you move around in XYZ, and tell the shader it's a lightsource. The shader will do its magic). Making a material editor that exports materials in c3addon format is really trivial after that.
Would be way ahead of GDevelop. That's because C3 is a mature codebase and already supports shaders