Looks really cool. If you are planning to sell this at the same price as your Instance Tool count me in as a day 1 buyer :). I also saw your pivot tool and like the idea. I would suggest combining both tools into one package. This new “Mesh Edit Mode” could really speed up level prototyping.
One suggested feature: Add the ability to subdivide a face or entire mesh. You can do something similar to Blender -> Select a face and then press a button to just double the number of faces. This would add huge versatility IMO.
I can image the workflow being -> Use BSP to create basic shapes or start with a basic cube and then subdivide faces and extrude.
Updated DevLog of Week2. And thanks folks, for all the kind words.
@CoquiGames, I haven’t figured out how to proper subdivide a triangle face without dramatically increase the poly count, but your suggestion motivated me to add the Split Edge command. And the Poor Man’s Extrude.
Do you plan on having clipping tool (like Knife tool in Blender) and functionality to remove selected triangles ? (I’d like to chop off parts of the mesh that protrude into terrain and cut out holes in my mesh terrain)
This is already looking like a huge timer saver for simple mesh adjustments! I can see myself importing a mesh from Blender and then making simple adjustments with this tool to change scale, etc.
One thing to consider (and this may be hard) - what about UV mapping? If you start with a simple cube and subdivide / extrude several faces, how will the UVs be created?
This is great, I do really hope you expand on this quite a bit (it has massive potential in engines like this). UV map generation, lightmap generation, extruding, beveling, etc will really make this an ultimate level designer tool for layouts.
I’ll definitely add “Remove faces” functionality (I think it’ll be useful to delete useless faces after actor merge). Not sure about Knife tool, I understand tools like that could be useful but I have to be very careful to not make a full feature modeler to compete with blender :). (Probally a bad idea considering that’s my first ever mesh editor) But I do like to explore the idea to add basic mesh boolean operation.
Good question! That’s something keep me thinking these couple days, from my little “google research”, there’re basically 2 ways: 1) Auto UV projection whenever mesh being edited (e.g. extrude), could be simple Box Mapping or could be complex as LSCM or As-Rigid-As-Possible). 2) Do it via shader voodoo, like World Space UV Mapping or Object Space Triplanar Mapping. Haven’t decided which way to go.
To be honest, I haven’t quite made up my mind the scope of Mesh Tool. But I like to keep playing around see how far it’ll go
Not yet. I added Select Coplanar Faces options last week, and plan to add more select options like Select Connected, Select by Material…
Yes.
Currently only LOD 0, I’m thinking about adding ability to switch between LOD to edit.
Fair question. Mostly because I never wrote a mesh editor before but always like to give it a try, and I happen to need one for my own project.
Probuilder seems very cool, I wish it could be the ultimate answer of in engine level editing tool (beside 42 ofc), meanwhile I’m quite enjoying reinventing weels on my own way.
That “being done” has been going on for like … ever. Plus, ProBuilder can’t edit static meshes. It uses its own procedural mesh. So it’s no use for editing existing static mesh actors.