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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