Mesh Tool - A Mesh Editor

My lowpoly modeling attempt with Mesh Tool

It’s looks great.
Any support for seams and unwrap ?

Can I buy this on Itch yet?

Thanks. Currently there’s no UV unwraping/Cut UV seams functinoality implemented. For UVing, you have to choose either plannar or box auto uv projection, then manually pan/rotate/scale the uv if auto uv projection is not ideal.

Mesh Tool will be on itch this weekend.

How much will it be?

@jojo8026 it will be $50

Mesh Tool is now available on itch.io

New in 1.0.2: Customizable hotkeys

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Great!
Quick question. Can I import my mesh assets from 3ds max and detach all or part of my mesh with this tool?

How detailed can you get with this tool, can you subdivide stuff, how does it compare to Max or the Geo 2.0 tools that Epic is working on? Is this better than bsp in terms of preformance?

Yes, you can detach elements from one mesh into different meshes, the following gif show the process: ( 1. use “L” key to select connected elements; 2. use “Delete Selected” or “Delete Not Selected” to delete unwanted elements )

How detailed can you get with this tool, can you subdivide stuff, how does it compare to Max or the Geo 2.0 tools that Epic is working on? Is this better than bsp in terms of preformance?

**[RIGHT][/RIGHT]
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Hi @jojo8026, the design goal of mesh tool is:

  1. Adjust exiting static mesh (fine tune mesh, make variation, fix mesh issues)
  2. Block out level with static mesh
  3. Prototype mesh assets
  4. No intemediate mesh format, working on game ready mesh directly

It can be used to adjust high detailed mesh but would not sutibale for produce high poly model. Also the feature set of Mesh Tool will never match dedicated 3d dcc like Max/Maya/Blender due to my limited skill/time and the different design goal.

For the new dev-geometry branch (I assumed that’s the Geo 2.0 tool you refering to), it’s been refatoring to be both a tool and a framework which thirdpatry plugin like Mesh Tool could build functionality upon once it’s production ready.
One main difference between dev-geometry and Mesh Tool beside obvious ui/workflow difference is that dev-geometry branch introduced a new EditableMesh runtime which support OpenSubDiv while Mesh Tool is working on StaticMesh directly.

For performance static meshes will always outperformance BSP, but BSP is more flexible than static meshes, so it’s more a design choice to ballance performance and flexibility when designing level. Personally I would avoid BSP mostly because I don’t used to UE4’s builtin bsp toolset.

This looks awesome…
Question - Looks like it auto-generate uvs that can be used with world-aligned textures? (which is perfect)

@, there’s one difference between auto uv generation and world-aligned texturing approach:

**Box on the left **is using World Aligned Texture material; Box on the right is using Auto generated UV with normal grid mateiral, both looks ok un-rotated

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but not after rotation:

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For world aligned texturing appraoch, you have to use specific material to calculate the uv in runtime usually base on vertex world position, so it might behave differently once vertex world position changed.
For auto uv generation approach, once uv is generated, it’ll be baked into static mesh, then you can apply any normal material, and it’ll stay the same.

In mesh tool, you can check on “Auto UV” option to auto generate uv. But you still can choose to apply world-algined textrue material to the mesh if desired.

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There is a new mesh editor functionality from Epic in VR-Editor versions since 4.12. Does anybody know when this will be available in the non-VR standard versions of UEd?

@Vollgaser, if you mean the new geometry mode Epic introduced in GDC 2017, you can access it from https://github.com/EpicGames/UnrealEngine/tree/dev-geometry, it’s works for both VR or non-VR build.

@ - Bought plugin off Itch.io - downloaded and installed without issue!

…now off to starting to learn how to use it :slight_smile:

@, thanks a lot for your support!
I just added an issue tracker for Mesh Tool, feel free to post on this forum post or the issue tracker@github if you run into any issues.

Great work!

does this tool have any kind of runtime accessibility? I’d love to make use of some of the features through blueprint inside the running game engine.