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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.

Thanks a lot, I really appreciate the feedback! I’m currently working on improving the quality of the mesh export — the focus is mostly on generating better topology for now. Mesh simplification is also planned for the future, along with additional spline profile options.

Cheers,
Sascha

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

Well I know how to solve your problem. In the layer resolution you can change this by lowering it. For instance it's 512 x512x512 by default.  But lowering these values and exporting in ply in different layers does the job. Hope that helps. Cheers.

Thank you will try that!

(1 edit)

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...