Post by jefflamarche on Dec 20, 2009 4:40:31 GMT 1
First thing that jumps to my mind is a way to change the size and intensity of the brush without having to use the sliders. Key commands for increasing or decreasing them, or perhaps something like Blender's option where you press a key, then moving the mouse changes the size or intensity, which is then locked by clicking the mouse.
Pressure sensitivity for tablets would also be cool.
Shift/Ctrl and mousewheel to change brush parameters. It's mentioned in documentation.txt
Pressure sensitivity would be great, and I'll definitely add that for the final version. I have code for it in CherryBrush already, so it should be a quick addition. Not quick enough to make it into alpha though, sorry
I've only used this first alpha a little bit so far, but I really like where its going. Here are a few suggestions for possible features:
- multiple meshes that can be positioned/rotated/scaled relative to each other (so you could, for example, have a head model with separate eyeballs)
- user-adjustable openGL lighting
- user-adjustable basic surface properties like shininess or color to help visualize the shapes
- user defined background color
- adjustable global polygon reduction tool preferably controlled by a slider (for when you find that you've got way too many polygons and just need to lighten the whole mesh. Also for making a second low-detail version of a mesh for use as a proxy in another 3d program)
Anyway, that's just a few that came to mind. Great work!
Hmm, now that I think about my last post where I talked about the lighting, I would actually suggest adding a "headlight" mode where the main light is fixed to the viewport camera. That's what most 3d apps use for default lighting and it tends to work well most of the time.
- Seconded: request for customizable lighting & head light mode - Camera movement: support for better kind of movement, e.g. "fps-style" camera for moving around. Or a way to adjust camera position+target relative to the current view vector.
Post by jefflamarche on Dec 20, 2009 16:32:50 GMT 1
It always feels kinda wrong to be making feature demands on a free program, but one thing that occurred to me while playing with it last night is that it would be cool if as two extruded portions intersected, that they unioned into a single mesh. Of course, if you do that, you'd probably need to implement a "knife" feature to cut areas also.
Regarding the lights, I had an idea for adding a simple button to lock/unlock the lighting rig in relation to the camera, so you could rotate things until you get a nice light angle, then lock it to have the lights follow you around. There's already a weak specular highlight centered at the camera, but I didn't want to make it too bright or it'd look tacky
Delete, merge and carve are advanced topics indeed, but I have some loose ideas. I've experimented with a rudimentary "delete" feature that runs repeated detail reduction on a selected area until it's completely gone. If I could make this work in a friendly way (without breaking the mesh) it would be very useful for removing unwanted lumps, protrusions and holes. Hiding part of the mesh would be a lot easier to implement, but editing internal compartments would require better camera control as well (which I'll of course look into later).
Could be possible to add a feature to lock / unlock axes to work on the Z axis only? It could be useful in creating a terrain. The main axis of a mountain is the Z so it could be nice to work only on this axis and then unlock to add details.
I will add more tablet-friendly features once I've spent some time using it with such a device. Pressure sensitivity should appear as well.
Axis lock and orthographic views will be there in some form.
Smoothing the mirror line should hopefully be less necessary if I can tweak the tools to behave better around that area.
Texturing will be implemented kind of like what you see in the older youtube video, but slightly more awesome and flexible. Animation likely won't make it into 1.0, but I kind of want to play around with it.