Since last week (Aug 6th) I've been working on a new tool for modelling in VR. It stems from the frustration that most VR modelling tools are too loose and freeform (Tiltbrush
...). They all seem to have taken the ease of motion in VR to heart and run with it to the extreme. The result is models that can't be used in any game situation without cleanup done in a regular old flat monitor modelling tool.
The other extreme is something like Google Blocks
, which can give nice low poly meshes that could fit right in to many current low poly styles. The tools it offers though lack many ways 3D modellers are used to interacting with meshes, quads and n-gons get triangulated the instant they become non planar, there's no edgeloop selection (because everything is triangulated), the poly splitting tools don't appear to work like any I've ever seen before and to top it all off if you extrude two faces that share a common edge, they're extruded individually instead of as a group, arrg!
Starting my own is something I've thought about since I got my Vive back in 2015, I just always thought that some big company with a full team of 9 to 5 workers would produce the tool I wanted faster and better than I could. But here we are, mid 2017, and VR modelling still lacks somewhat.The Goal:
I'd like to take the low poly modelling process that I know from 3DSMax and take it into VR. I'd like to be able to start and finish an entire model inside one VR app, then export it straight to any game engine for immediate use. The primary focus is the mesh tools, once I'm happy with the mesh tools, further milestones will be UVs and texturing in the app too.
Vert / Edge / Face selection all in, vert welding, deleting & removing, extrusion, collapsing
Tools palette, rudimentary mesh grabbing, welding extended to verts on borders
Multi-selection, edgeloop and border selectionThe Next Steps:
- Capping borders and inserting edgeloops
- Grid snapping
- Selection scaling
- Mesh saving/loading
- Smoothing groups
- Colour palette picker instead of random