A grid based line drawer on ground plane in Blender and a raw one for Unity, currently. In Blender you get a quickly extruded N-Gon (will add a toggle auto a triangulate and tris to quad later).
Is it better than to do defaultly it from scratch with hotkeys? Let me know.
Blender version features:
- Grid based dot placing on ground plane that automatically turn to edges
- Merged in the end with LMB near last point or just by pressing RMB if there is at least 2 dots already
- It automatically recalculates normals outside so your shader is not a mess.
- Placing dots while not looking topdown or downtop is not recommended.
- Etc?
Issues:
- You can't go less than 10 mm in a grid in Blender one, modify script self or give to AI for other improvements (Claude 3.5 is the best one?).
The May Be Roadmap:
- Make it a full fledge make a low-poly asset for games thing
- Color in one click, texture draw whole separated meshes.
- Separate meshes more easily than default solution
- Make a solid mesh back easily
- Proper Auto-UV making unwrapping in the process
- All features are toggleable up to the state of classic simplest version
Extra:
You are dead after fixing AI bugs and fixing Python identations, because your VSC flickers, as is it does the Upscayl when you upscaled your image.
P.S.
Should i separate Unity version so it can be installed via github link thing? Probably there is no sense in doing so with just 1 script.
Now contains 3 Branches (can a branch be installed by link?):
- Whole thing
- Only Blender
- Only Unity