its very nice! GREAT WORK!!! but heres my feedbacK: similar to womp3d there are way to many triangles so its not usable for game developement. i look for a sdf modeler where i can even make a character and rig it in blender (maybe a open with button) with no worries about the topology. also i would like to change the spline shapes.
hey, what's up, i think the focus should probably just be on making great tools for modeling, the export system should just be some form of decimation, for me personally it wouldn't matter how dense it is as long as i can open it in zbrush for further dynamesh / decimation
but the original high poly should probably be around 1 mil for baking on the retopologized / decimated version that people should do on their own, so i recommend just focusing on great tools for creating models
right now there is a void in the SDF vr modeling space with 3d modeler from Adobe being the only one worth mentioning that has recently been downgraded to abandonware, i recommend making this tool available for vr with a very robust user interface and good customizable menus / tools / stamps / brushes / compound stamps ( created from multiple objects ) etc.
Hey, thanks a lot for the feedback!
Mesh simplification will definitely be optional. Users who want to work with high-poly output for baking or sculpting workflows will absolutely be able to do that.
As for VR, it’s definitely something I find interesting. It would require a significant UI/UX redesign though, so it's more of a long-term goal. Still, I really appreciate the suggestion and the motivation!
Cheers,
Sascha
Not how 3D works. It can spit out a billion triangles and still be perfect for the job the tools of it kind are meant to fill. When working with SDF, CAD and sculpting, it is understood that retopo and later baking are necessary steps on account of what they do, and why they are used in the first place.
It all depends on what you ultimately want. Obviously, if you want to avoid triangulation at all costs, you can use manual retopo. Or do automatic remeshing. But you lose the color attributes generated by the SDF. On the other hand, if you want to usefully limit the number of polys and keep the vertex color information while reducing the file size, there's no point in keeping billions of polygons that don't have a direct impact on the shape of the object. Sometimes triangulations are not your ennemy. These are two very different use cases. IMHO...