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>> No.691705 [View]
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691705

>>690784
Latest news from the Sculpt branch:

He is refactoring some sculpt mode tools to use a new mesh API. All features in the sculpt branch should now be compatible with dyntopo and multires. As soon as the API is ready it should be possible to merge everything to master without any major problem.


Retopology mode:

We think the best way to integrate retopology would be as a separate mode. Why?
Because, for retopology to work well, we need:
A different way to display your mesh, so the retopo mesh wraps around the target but doesn’t cover unwanted backfaces
Slightly different set of overlays, for example to let users see the # of points in a loop, that kind of thing
Retopology seems to work best with good preselect highlighting, just like we do for tools like Loop Cut
Optimized snapping, which is constantly live and updating for everything you do
Different tools, that generally work on a higher level, such as
A way to draw ‘patches’ which are auto-filled with quads
A brush that lets you ‘push’ verts around while snapping to the underlying target
A tool that lets you draw lines across limbs, which will automatically be filled with quads
We make use of the new toolbar and tools system to deliver nice interactive gizmos for the different tools.
The Mesh panel lets users define which mesh is stored
The Snap panel could let users define objects or entire Collections
Each source object can remember which mesh is the associated retopology mesh, so you can switch between retopo-ing several objects without having to manually set up the snapping targets every time.
Addons
We probably don’t expect to provide a full and comprehensive set of retopology tools, at least initially. For this reason, addon developers could provide extra tools that extend what you can do inside this mode.

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