Geometry Editor 2.0 is going to happen , this thread is a central place to post your suggestion - this thread is not for people who want to debate about whether Geometry Editor 2.0 is a waste of time or not. With that said - what do you really want? Be as detail as you want about any features or workflow!
I created a mockup of how the GUI could look like, its pretty straight forward. You can select vertices,edges,poly,mesh,group. There's also workplane, world/local space action center. Geometry Editor 2.0 is on the left, with a bunch of modeling tools in left side, and a tool properties on the right. One thing though I move the existing brush tool in UE4 into Geometry Editor 2.0. Tools i'd like to see ,which are heavily base on Source Engine 2.o hammer editor workflow/UI. The new Hammer is a polygonal modeling app within Source 2. Read about that here: https://developer.valvesoftware.com/...s/Level_Design
Here's the Geometry Editor 2.0 mock up:

1. Extrude - Select Polygon hold Shift + translate
2. Inset group - Select a bunch of polygons ,hold shift with scale tool with global action center turn on, scale inward to quickly inset the group
3. Inset local - Select one or more polygons, hold shift with scale tool with local action center turn on, scale inward to quickly inset locally.
4. Creating a new brush(i.e. box) should automatically be created on top of a existing brush(no need to press END key, only applies to the perspective view):

5. Boolean operation - subtraction,intersection,union for brush and polygonal mesh.
6. Revolve tool
7. Bevel tool(bevel edge,point,poly). For poly bevel, LMB = extrusion,MMB = inset . Most of groups of polygons.
8. Thicken tool, for create walls really quick.
9. Push/Pull tool ala SketchUp: https://www.youtube.com/watch?v=Hb-Adao_Q1c
being able to select ring,loop,etc would be handy. hotkeys and UI. double click on edge to select loop.
10. Pivot tool - used to change the pivot of a mesh. Insert key ala Maya
11. Freeze Transform, zeros out X,Y,Z coordinate to the origin(0,0,0)
12. Connect tool, depending on the selection mode(i.e. vertices,edges,polygons.) Select 2 vertice, run Connect will create a edge between them. Select 2 edges , run Connect will create a perpendicular edge between them. Select a single edge, will loop slice.
13. Repeat Last command
14. Changing Grid space with hotkey(i.e. [ and ])
15. Hard/Soft edges ala Maya
16. Right Click context menu gear toward modelling
17. Quick Duplication - Select mesh , turn on translate hold shift, drag to duplicate
18. Rectangle Selection
19. Lasso Selection
20. Instancing
21. Support Ngon, quads,triangle
22. Merging mesh
23. Separating mesh
24. Creating material base on polygon selection
25. UV tools.
26. Dissolve Edge - select edge press backspace
27. Bridge tool ala Source Engine 2 hammer with twist option.
29. Subdivide - Ala modo Catmall clark ..not asking for subdivison surface here.
I was able to model this in Source 2 hammer(I'd love to do the same thing with Geometry Editor 2.0!):
I created a mockup of how the GUI could look like, its pretty straight forward. You can select vertices,edges,poly,mesh,group. There's also workplane, world/local space action center. Geometry Editor 2.0 is on the left, with a bunch of modeling tools in left side, and a tool properties on the right. One thing though I move the existing brush tool in UE4 into Geometry Editor 2.0. Tools i'd like to see ,which are heavily base on Source Engine 2.o hammer editor workflow/UI. The new Hammer is a polygonal modeling app within Source 2. Read about that here: https://developer.valvesoftware.com/...s/Level_Design
Here's the Geometry Editor 2.0 mock up:
1. Extrude - Select Polygon hold Shift + translate
2. Inset group - Select a bunch of polygons ,hold shift with scale tool with global action center turn on, scale inward to quickly inset the group
3. Inset local - Select one or more polygons, hold shift with scale tool with local action center turn on, scale inward to quickly inset locally.
4. Creating a new brush(i.e. box) should automatically be created on top of a existing brush(no need to press END key, only applies to the perspective view):
5. Boolean operation - subtraction,intersection,union for brush and polygonal mesh.
6. Revolve tool
7. Bevel tool(bevel edge,point,poly). For poly bevel, LMB = extrusion,MMB = inset . Most of groups of polygons.
8. Thicken tool, for create walls really quick.
9. Push/Pull tool ala SketchUp: https://www.youtube.com/watch?v=Hb-Adao_Q1c
being able to select ring,loop,etc would be handy. hotkeys and UI. double click on edge to select loop.
10. Pivot tool - used to change the pivot of a mesh. Insert key ala Maya
11. Freeze Transform, zeros out X,Y,Z coordinate to the origin(0,0,0)
12. Connect tool, depending on the selection mode(i.e. vertices,edges,polygons.) Select 2 vertice, run Connect will create a edge between them. Select 2 edges , run Connect will create a perpendicular edge between them. Select a single edge, will loop slice.
13. Repeat Last command
14. Changing Grid space with hotkey(i.e. [ and ])
15. Hard/Soft edges ala Maya
16. Right Click context menu gear toward modelling
17. Quick Duplication - Select mesh , turn on translate hold shift, drag to duplicate

18. Rectangle Selection
19. Lasso Selection
20. Instancing
21. Support Ngon, quads,triangle
22. Merging mesh
23. Separating mesh
24. Creating material base on polygon selection
25. UV tools.
26. Dissolve Edge - select edge press backspace
27. Bridge tool ala Source Engine 2 hammer with twist option.
29. Subdivide - Ala modo Catmall clark ..not asking for subdivison surface here.
I was able to model this in Source 2 hammer(I'd love to do the same thing with Geometry Editor 2.0!):
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