Currently in development!
Victoria aims to optimize your 3D modeling workflow.
Making 3D modeling more accessible, and putting more power in the hands of experienced users.
Current Features
Simple, flexible interface.
Basic modeling tools.
Texture painting.
File management.
Planned Features
Animation
Traditional linear blend skinning, with powerful animation tools.
Plant Engine
Users can use a simple seed tool or utilize a full plant growth simulator.
Tutorial
A tutorial-- including a virtual assistant that will occasionally offer help to the user.
And a backlog of more ideas!
We plan on implementing powerful tools and generators that will address the most common problems encountered in 3D modeling!
Mission & Strategy
Our mission is to empower you to tell your stories.
The strategy is to address the most common problems in 3D art creation first. Explicitly, this means we're focusing on: Characters, environments, vehicles and character accessories (as opposed to abstract, unpredictable objects).
The strategy is to first implement the basic modeling tools that people expect: Edge loops, bevel, extrude, subdivision smoothing, etc. The good news is that this is pretty much done!
After that, we'll focus on the most common types of models people want to make: characters. This means a robust character editor- a system that understands that a character has arms, hands, legs, eyes, etc. After that, people usually want to add clothes to their model. So we'll add some rudimentary clothing options to quickly get the user started with their model. Again, the goal is not to plan for every single situation the user might encounter, just broad sweeping strokes, giving the user a huge boost in their creation process.
After characters, we'll add functionality towards creating objects of the natural world (such as plants, animals, mountains, rivers, etc). Since nature is very ubiquitous (and it's actually very hard to model most things in nature), it'll give the most value to the user. Most people will probably want to add plants and/or animals to their model/scene. Again, we'll start with the most common first-- adding grass, oak trees, ivy and moss before adding more exotic plants. After we've completed the popular plants, we'll keep adding more, filling out the full catalogue of plants over time. We'll also add the ability to customize plants at some point in the process.
Finally, after implementing a good amount of tools towards creating characters, environments, and accessories, we'll dedicate time to more fringe cases: characters with unnatural body-plans, such as having more than 2 arms, or a dragon for example. We'll also spend time on more abstract scenarios such as planet generation, geometric/math driven shapes, visual effects, and scripting.
Classic Design
Victoria's design is based on conventional 3D modelers: users will be getting all the features they expect, plus more. Classic features include:
Face, Edge, and Vertex selection modes.
Orbit camera
Undo/Redo
Technology
Victoria uses the conventional "Half-edge" data structure. This allows the program to have instant access to adjacency information.
Victoria is currently built with the Unity Engine, which is built on top of Microsoft's .NET framework.
Victoria uses multi-threading where applicable, like for importing, and for computationally heavy tasks, like Mirror (see Features). Unity's Job/Burst system is also utilized for some systems, such as transformations. Translate, Rotate, and Scale all use Jobs/Burst, which is multi-threaded and optimize code for Assembly -- this makes it much more reasonable to transform huge complex models in real time.
Development Schedule
Victoria is currently in development!
Questions?
Contact victoria3Dcompany@gmail.com to get more information