kHED - a new lowpoly 3D modeling editor
kHED is designed specialy for creating polygonal models with low polygon counts for computer games.
Here you can see the basic kHED features
-A simple, convenient and user-friendly interface, that is great for the beginers.
-A powerfull tool to create triangles and polygons, including polygons with holes.
-A variety of tools for creating primitives: Plane, Box, Chamfer Box, Sphere/GeoSphere, Cylinder, Chamfer Cylinder, Tube and Torus.
-Different primitive creation modes to avoid the need of aligning primitives after creating them.
-A Lathe Tool to create rotational objects by an outline.
-A multi-purpose Loft Tool, that extrudes a 2D object along path.
-Tools to modify model geometry with ease: Move, Rotate, Scale, Extrude, Bevel and Inset.
-Precise object selection in any viewport.
-A planar, cylindrical and sphere texture mapping.
-Automatic unwrap of complex meshes (Unfold and Flatten algorythm).
-A powerfull Texture Coordinates Editor (UV Editor), that can handle elements, weld/unweld element parts and has handy 3D selection window.
-Automatic Smoothing Group assigning by maximum angle between triangles and unlimited number of Smoothing Groups.
-Two 3D control modes: arount center and first-person (with arrow keys navigation).
-Exporting and Importing:
* Wavefront Object (*.OBJ)
* MilkShape 3D Binary (*.MS3D)
* Half-Life SMD (*.SMD)
* Half-Life Model (*.MDL)
-Customizable user interface.
-Complete user manual.
Screenshots:
http://khed.ho.ua/scr_main.jpg
http://khed.ho.ua/scr_main2.jpg
http://khed.ho.ua/scr_main3.jpg
http://khed.ho.ua/scr_uv.jpg
Official website:
http://khed.ho.ua/
Download page:
http://khed.ho.ua/index.php?page=download
Don't forget to post your comments at forum:
http://khed.ho.ua/forum/index.php
Thanks for your attention:)
I downloaded it and looked at it. It seems to be a pretty straight forward low poly modeler. I like that you didn't invent some weird mouse navigation scheme and I like spacebar for jumping through viewports. Maya does this and it is intuitive to me. You also used Maya's QWER scheme for model movement, so that was intuitive as well. The UI in general seems simple, which is a good thing. I'd like to make a couple of suggestions:
1) Since this is a low poly modeler, people are going to be working on models where they constantly need to know how many polys they're currently working with. There should be a way to display the "Model Statistics" as an overlay in your working window.
2) Mouse overs for what a button does works for your top buttons, but not the ones in the side tool bar.
3) I thought the control scheme was intuitive because it resembled Maya so much, but Max users won't find it so intuitive. A way to select different key / mouse mappings would be nice.
4) Your right toolbar could used some organization. At the top you could have "Selection" with the light gray bars on each side with the selection tools directly beneath it, and so on.
5) For some reason you can't have a selection tool and your translate/scale/orient selected at the same time. The application should default to always having object selection on, so I can just select the object and and start scaling, rotating, etc. If I switch over to face selection then that stays "on" instead.
6) There isn't a gizmo! Having to manually enter in translation coordinates is not fun. I should be able to switch to translate mode and drag along an axis with the gizmo. Believe me, this really is a necessity for usability.
7) I don't really know why what certain actions where put in the top tool bar and other were put in the bottom toolbar.
8) Context sensitive right click menus are a good thing. Right now if you right click anywhere in the window (including over an object) it brings up window options. What would be nice is if you're in face mode, and you have a face selected, then right clicking will pull up a context sensitive menu that displays every operation you can perform on that face.
9) Import / export - FBX, COLLADA, and 3DS would be really, really awesome. MD2 and MD5 would be nice as well, but aren't as high priority as the others. A lot of indie developers are really big on the .x format as well, due to ease of use for programmers.
In all, I think you have a great start. All of my above suggestions would go a long way towards making this a very useful low poly modeler. The thing is though is that there are already a ton of low poly modelers. Affordable animation tools, however, are severely lacking. If you want kHED to be really competitive, getting good animation tools into it would certainly help it be ahead of the pack, so to speak.
1) Since this is a low poly modeler, people are going to be working on models where they constantly need to know how many polys they're currently working with. There should be a way to display the "Model Statistics" as an overlay in your working window.
2) Mouse overs for what a button does works for your top buttons, but not the ones in the side tool bar.
3) I thought the control scheme was intuitive because it resembled Maya so much, but Max users won't find it so intuitive. A way to select different key / mouse mappings would be nice.
4) Your right toolbar could used some organization. At the top you could have "Selection" with the light gray bars on each side with the selection tools directly beneath it, and so on.
5) For some reason you can't have a selection tool and your translate/scale/orient selected at the same time. The application should default to always having object selection on, so I can just select the object and and start scaling, rotating, etc. If I switch over to face selection then that stays "on" instead.
6) There isn't a gizmo! Having to manually enter in translation coordinates is not fun. I should be able to switch to translate mode and drag along an axis with the gizmo. Believe me, this really is a necessity for usability.
7) I don't really know why what certain actions where put in the top tool bar and other were put in the bottom toolbar.
8) Context sensitive right click menus are a good thing. Right now if you right click anywhere in the window (including over an object) it brings up window options. What would be nice is if you're in face mode, and you have a face selected, then right clicking will pull up a context sensitive menu that displays every operation you can perform on that face.
9) Import / export - FBX, COLLADA, and 3DS would be really, really awesome. MD2 and MD5 would be nice as well, but aren't as high priority as the others. A lot of indie developers are really big on the .x format as well, due to ease of use for programmers.
In all, I think you have a great start. All of my above suggestions would go a long way towards making this a very useful low poly modeler. The thing is though is that there are already a ton of low poly modelers. Affordable animation tools, however, are severely lacking. If you want kHED to be really competitive, getting good animation tools into it would certainly help it be ahead of the pack, so to speak.
laziness is the foundation of efficiency | www.AdrianWalker.info | Adventures in Game Production | @zer0wolf - Twitter
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