I started modeling this year with a Steam license of Modeler. It's a superb software right now. Lots of terrific improvements over the last few months. I'm getting to a point where my flat workflow is nearly matching the speed of my VR workflow. Just being able to seamlessly transition between the flows is already so nice. The latest primitive update is just stellar for hard surface work! Already changing the way I work for the better. Moving into 2025, these are the small features and tweaks I'd love to see:
Disclaimer: These may already by features. If they are, I'd love some references to documentation for it!
- Move pivot point of clay and primitives (extensible to groups and instances, just like it already works)
- A clearer way to rapidly duplicate shapes along a path between the source and duplicate - or - casting outward beyond the sampled duplicate for desktop. It's so easy in VR, but I cannot sort it out on desktop at all.
- More work sent to the GPU. I'm sure that calculating things like prims within a given voxel volume is more accurate for the CPU to handle. But it would feel much more liberating and likely decrease the already low friction of the whole suite.
- Rigging. I get that most workflows involving anim rigs get the rig setup shortly after a retopo. But, it'd be really nice to have that data there already. Not looking for a full anim suite out of modeler... Unless...
- More render staging tools. I know, I know: Stager. But it would go a long way in making modeler one step closer to a one-stop-shop for concepts.
That's it for now! Thank you to the modeler team, sincerely. Enjoy your holiday!