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  1. astraldata

    Ignore Geometry Outside/Inside Edge Loop Selection

    User-based vert selection is mostly irrelevant, as this "area-only" effect would apply almost entirely to edge-loops and other closed-edge areas (so is edge-selection any easier perhaps?) Manipulating only certain areas of a mesh with a soft-brush is essential to modeling with sculpting tools in the same way that it is essential to use the lasso tool in Photoshop in order to use the gradient tool -- otherwise stuff gets broken... and ugly... quickly. So, bottom line is -- if you can't select an area to operate scupts/smoothing on, sculpting is only mildly useful for nudges and tweaks (stuff that you can easily do in your modeling program or Unity's terrain editor already) and edge use-cases, in the form it's in right now. Though blendshape editing support, I'll admit, could increase its value a little more -- but to be used for game-worlds in general? That's got MY vote. The only thing out there in Unity right now for this type of environment editing is voxels -- and not everyone's a fan, since they're expensive and they work too differently from what Unity likes -- and nobody's happy if Unity ain't happy. ---- Let's have some Real-Talk for a second: Without an area-only effect, this severely limits the usefulness of this asset as is right now. You'll have to provide more features (or at least lower it's price a bit), but as-is, it's still a very edge-case and niche system atm. To provide the value people expect, you need 2 features --> soft-brush sculpting system with the added ability to operate in an "area-only" mode (so that one doesn't have to go out of Unity to tweak their models just to have them look the way they intended, defeating the purpose of modeling in Unity to begin with), and implement the brush-mesh system I suggested in my other topic so one could create caves/arches/holes/overhangs directly within Unity. These two features, and you've got not only a great low-poly terrain-creation system, but an awesome low-poly organic modeler too -- which is essential to creating truly natural-looking environments (something ProBuilder cannot do!), all without ever stepping outside Unity! To create simple assets like these very quickly, and see exactly how they'll look in your game at the same time? Infinitely invaluable! I want to emphasize that ANY visual-modeling system NEEDS the ability to selectively model only a portion of the overall model. This tool -- to the user, at least! -- could easily become the "Organic-ProBuilder" and is very capable of being the Yin to its Yang. Thus, this tool deserves at least the same amount of attention as ProBuilder because, if offered along with the features I've requested, it is equally as valuable to Unity game developers as ProBuilder is because they're both used for the same task -- to create game worlds! And you know what? If it takes purchasing ProBuilder to use this asset to its fullest extent until you can support such a feature natively within Polybrush itself -- I'm certain most people would actually accept that. Though, that would probably be assuming the price-point comes down to match of course. That is -- unless you offered it as part of ProBuilder. You could easily justify an increase in the price of ProBuilder if you went that route because people already using ProBuilder would suddenly have TWICE the power they once had to create game environments (and can suddenly mix organic modeling with all that sleek-but-very-inorganic-blocky-stuff that ProBuilder was already great at, as well as suddenly be able to blend that with Unity's basic terrain system for when they don't need outcroppings/caves/holes/overhangs!) *and* people interested in purchasing the Polybrush and ProBuilder assets would not have to buy TWO assets to do a single task (i.e. modeling a complete game environment entirely in Unity!) and have to learn yet another tool (which really REALLY sucks!), because they'll already know the author's (and asset's!) main quirks and so-forth, and won't have to deal with the other irritants that come with getting new assets! This alone, to the user, would be worth a big price increase! Additionally, having Polybrush included INSIDE ProBuilder would make ProBuilder a helluva lot more competitive with assets like SabreCSG Level Design Tools, since it would offer everything (minus the grids, of course) that tool does, PLUS low-poly organic modeling, making ProBuilder the one-stop-shop asset for general game-asset creation within Unity. For what you have now with this tool, it's pretty nifty! But it's not useful enough alone -- yet! -- for its purposes to justify it's $65 price tag! If you want to charge that amount for this asset alone, you should definitely give it the love it deserves so that area-selection and mesh-brush-volume/mass additon/subtraction is part of the package. At that point, I can't think of anyone who wouldn't pay that price to have this asset! Until then, I think you are short-changing yourself (and others by extension!) by not realizing the value this asset could provide with just a little more effort in offering a more general use-case.
  2. astraldata

    Icosahedron Blob-Brush

    I agree that using a mesh as a brush would be a great idea. I almost suggested it, but scaling icosahedrons of various vert/face counts I thought might be easier to predict (and implement) at first while managing materials, especially if you wanted to do them procedurally. But now that you mention it -- I'm all for that! Assuming the custom mesh route, for usability, I'd prefer some preset groups of brushes like cubes, tubes, and icosahedrons (of different mesh topologies) to scale and flick through (perhaps with a toggle-through key, for quick selection) and then have custom brushes as a user-defined group (letting you select the custom meshes and add them to a list for that group so you can flick through these too), probably exactly how one selects the cubes/tubes/icosahedrons (perhaps select each group of brushes from a dropdown, then set their properties, or reset them to default, just below that dropdown). Another idea, expanding upon the original concept of the brush mesh (assuming I didn't mention it already), but one could potentially even subtract the meshes too (sort of a boolean thing) in the same way that mesh's mass might have been added (surface offset + vert deletion + vert bridge/weld/matching.) Loose verts outside of the brush mesh doing the operation could simply be stretched to the nearest verts of the brush mesh doing the subtraction/deletion after the other mesh's verts that penetrated the brush mass were deleted. I would even say that any materials this part of the mesh had at one point could be removed entirely or replaced with the material/texture of your current brush otherwise.
  3. astraldata

    Icosahedron Blob-Brush

    Yep, exactly what I said -- use a brush to paint a blob of icosahedron (or polyhedron) geometry. Not just any Geometry though -- this Geometry would be interesting because it would be resizeable -- and not only in scale, but also includes the the number of faces/triangles it would use for the icosahedron. The main use would be to intersect with existing geometry, potentially with an offset from (or into) the surface where the brush is touching (allowing the icosahedron to both sink into and/or be added outside of the existing geometry [read: as separated and away from where the cursor/brush was clicked on the surface, to potentially create little island blobs] so that organic-looking mass, essentially, could be added into the form (by way of tossing verts of the icosahedron that penetrate the mesh that exists before the icosahedron is added, then removing the verts of the other mesh that would have intersected the polyhedron, and finally welding and/or bridging the verts that didn't interesect at all to the remaining verts of the original mesh!), ultimately keeping the new generated mesh as low-poly as any user could possibly want -- the amount of geometry added would be set in the brush settings! -- while still allowing them to add organic-looking mass to a low-poly mesh object! Think ProBuilder -- but with organic masses of polyhedrons/icosohedrons/etc. rather than cubes. Your brushes could potentially be any of the following types of parametric shapes, outside of the standard icosohedron as well!: Granted, much of this could be done, of course, by simple Boolean operations.... but having a dedicated brush to make things like shaping terrain fast and easy? I'm totally in for that! In my opinion, creating stuff like arches and things like these: and these: -- QUICKLY -- all without ever leaving Unity... ...is beyond invaluable.
  4. First, I just want to say I'm a fanboy of this tool! I've been begging for a tool like this to be added to 3dcoat or Zbrush for forever! So glad you guys are finally doing it!! On to my suggestion: I would like to see this tool work on a section of a model (say, perhaps, a character's face plane) where you simply select a loop of edges to define your external (or internal) boundaries and, perform operations of the brush exactly like when the "Ignore Open Edges" option is on. Doing this allows one to simply push/pull/smooth/etc. without touching the rest of the model (works exactly like "Ignore Open Edges" does, except for ignoring the rest of the geometry aside from what's INSIDE the edge loop selection only -- but then, give the option to invert that selection to only modify what's OUTSIDE the edge loop selection instead if one likes~!) Obviously you could potentially use a mask for this, like Zbrush/3dcoat does, but using a clear-cut edge-loop is MUCH better suited for low-poly gameobject topology imo, plus workflow could easily be reduced to a simple click to select a loop of edges, then paint and smooth geometry of a complex model to your heart's content! This would be the biggest plus for this tool, and allow an unprecedented level of control over model-shaping, not to mention ease-of-use, that would make people like me cry tears of joy.