Author Topic: RoadMap  (Read 1138 times)

omid3098

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RoadMap
« on: April 16, 2011, 07:37:39 AM »
Hi.
It would be very good if users know where you want to go with this really cool software.
basically I started to use your software when I saw sculpting brushes there.
but its hard for me to do some parts of my pipeline with MM4.
so I want to know is your purpose to make meshmixer only for mixing meshes or you also plan to improve sculpting tools or other things we may not know happen to MM.
or we can suggest anything we need, then you will decide to implement it or not.

thank you very much.  :)

RMS

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Re: RoadMap
« Reply #1 on: April 17, 2011, 04:07:23 PM »
Definitely I am interested in the parts of your pipeline that you find hard to do in meshmixer.

I am not only going to work on mixing meshes. Right now I am working on many aspects of dynamic mesh editing. Definitely I will do additional brushing and sculpting tools. These are things I will integrate from some of my other projects:

- clone brush tool from this video:   http://www.youtube.com/watch?v=sJqkS6ucZ0I
- procedural extrusions, creases, etc from this project of mine:  http://www.dgp.toronto.edu/~rms/pubs/SurfaceTreeEG08.html

I am also going to do displacement stamping from images, hopefully for mm05.

I already have quite a bit of additional brush things implemented, but they are not solid yet, IE they don't undo properly, are unstable, etc. So I will be releasing those as they become robust.

There are other aspects of mesh editing that I think will be useful to have in meshmixer, ie tools for stitching meshes together via brushing, a "healing brush" that repairs bad mesh areas, remeshing, extrusion, etc. These will come as I do them.

For texturing I am going to do a new kind of UV-layout tool, where you work mainly on the 3D surface. Once I have a way to add UVs, or load them in properly, then I can implement some texture painting tools. And definitely I am going to support drag-and-drop of textured parts.

At some point I am going to add some of my decal textures work from this video:  http://vimeo.com/2139401?ab
These will be live texture patches, that you would then rasterize down into a UV layout.

Some of the above will also be useful for doing quad-layout / re-topologizing. This is something I definitely will work on in the coming months.

So, that is a brief overview. Basically I am working on three fronts:

1) easy-to-use tools for 3D novices, people wanting to do 3D printing, etc
2) artist-oriented tools for making detailed meshes and fitting in to production pipelines
3) mesh cleanup and repair tools for everyone who has to deal with meshes (especially scan meshes)

Maybe it is crazy to try to combine these things, but I think it will also be pretty cool...

MagWeb

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Re: RoadMap
« Reply #2 on: April 17, 2011, 04:46:24 PM »
This sounds not crazy at all and is just the stuff I´m looking for.
There are powerfull modelling apps out there, but none that closes a workflow from a scanner to a 3D printer all in one. I come from scanning and will have some 3D printer soon.
I´d join the party.

Godehardt

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Re: RoadMap
« Reply #3 on: April 18, 2011, 01:04:31 PM »
Yes, I like the idea to have a process line from creating or changing a mesh to print it. This is just what I am looking for.
Best regards, Erhard

omid3098

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Re: RoadMap
« Reply #4 on: April 19, 2011, 03:09:53 PM »
thanks for clarification and your kind support for new ideas.
Actually I surprised by most of these features you mentioned.
So I will try to be active in this forum and stay up to date with MM.
doing most of these things you've already done or want to do in future with MeshMixer, are much easier than ZBrush or Modbox.
hope this project does not be eaten by those big monsters (same as what happend to Sculptris), however I really wish best of lucks for all guys like you.

I will be back with many requests.  :)