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A topic by Joe Wintergreen created Jun 23, 2017 Views: 1,297 Replies: 7
Viewing posts 1 to 8
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This is really rad (better than Epic's own upcoming geo tools at the moment) but I've got some requests/questions (maybe some of these requests are already in and I can't find 'em):

-Ability to bevel edges would be nice?

-When I'm in face mode, is there an easier way to switch objects? It seems like right now I have to switch out of face mode and into object mode to select a new object; and 0 being the hotkey for that makes it more difficult than it should be

-Is there a way to quadrangulate a mesh? UE4's upcoming geo tools have this, and it's really nice because as a level designer you generally don't want to work with tris.

-Add divisions/tessellate? I'd like to be able to select a plane and hit a button to divide it into smaller planes.

-Cut face? Haven't found this yet either.

-An auto-sew for texturing would be awesome, like in Hammer or Probuilder - basically some way to quickly and easily continue a texture around a surface. In Hammer it's select a face, alt-right-click another face and the texture wraps nicely onto the new one. Example vid: https://twitter.com/joewinterg...

Really great work <3

Another thing I'd love to be able to do that I don't think I can yet? Is handle insets/extrusions for multiple faces without them all extruding/insetting from the same point. I think in Maya this is the "keep faces together" toggle or something?

Video of what happens now:

http://impromptugames.com/past...

Developer

Hi Joe,

Thanks a lot for your support! You can find current planned features in https://github.com/marynate/me...

-Ability to bevel edges would be nice?

It's been working on. So far it's the most challenging feature to implement so probablly took some time.

-When I'm in face mode, is there an easier way to switch objects? It seems like right now I have to switch out of face mode and into object mode to select a new object; and 0 being the hotkey for that makes it more difficult than it should be

It was designed that way since I found myself always accidently select another mesh when editing one. But I guess it's indeed better be user's choice whether they want to select other mesh in elements(vertex/edge/face) mode. Will add that in next version (1.05). BTW, you can customize Mesh Tool hotketys now in editor preferences window.

-Is there a way to quadrangulate a mesh? UE4's upcoming geo tools have this, and it's really nice because as a level designer you generally don't want to work with tris.

I'm hesitate to add Quad mode (that's why 0 is the hotkey for object mode instead of 4 which was reserved for Quad mode), one desicn choice of Mesh Tool is that it should always prefer working on game ready mesh directly without introducing intermediate mesh format (to store Quad friendly data structure on top of Triangles). One possible solution is utilize new EditableMesh runtime (in new UE4 dev-geomoetry branch), but that depends when dev-gemotry will be merged into release branch. Another solution is do runtime quadranulation and works on that. 

I'm still thinking about that. 

-Add divisions/tessellate? I'd like to be able to select a plane and hit a button to divide it into smaller planes.

Just added "Insert Edge Loop" in 1.0.4 which coulbe be used to add divisions to a mesh. 

-Cut face? Haven't found this yet either.

I'm adding "Plane Cut" to v1.0.5, and a "Multi Cut" feature is planned.

-An auto-sew for texturing would be awesome, like in Hammer or Probuilder - basically some way to quickly and easily continue a texture around a surface. In Hammer it's select a face, alt-right-click another face and the texture wraps nicely onto the new one. 

There's a WIP feature call Match UV:

It's almost ready but has some glitches to fix.

Developer

Inset is currently base on selection center which not works well on concave polygon. I'll try add true polygon offset/straight skeleton implementation to inset.

Here's a video shows how to inset concave faces manually. ( before more proper inset algorithm implemented)

Thanks! Looks like you've got plans to address most of my issues :D

I'd have no issue with every mesh getting quadrangulated when you select it and tri'd again when you deselect, but I have no idea how hard that is :P

Saw the quad and flow uv! Super exciting!

I'd also love the ability to quickly harden/soften edge normals like in Maya if possible.

Developer

Initial Quad support and flow uv will both be in 1.0.6.  Quad mode is somthing I hesitated to add at first, as mesh is been quadranulated in realtime, there might be performance implication and quirks, but hopefully the clearer topology reading and easier mesh manipulation will outweight drawbacks.

For harden/softern edge, now you have to use Smoothing Group assignment to make edge soft or hard, in next update I plan to add Auto Smooth option to compute normals base on Hard Edge Angle setting.

This is a weird request, but would it be possible to add the ability to select a large number of meshes and click "weld all" to apply that operation to all the selected meshes? Seems you can only do one at a time right now.