Don’t mind to answer, as I suppose how much busy is every member of the company. I’m just thinking loudly 
First of all, I’m happily surprised with all this new power…
<BLOCKQUOTE>quote:</font><HR>You’ll be able to model full figures with the same ease and versatility as you can currently model a head from a Sphere3D<HR></BLOCKQUOTE>
Something really useful…I was wishing that may come.
<BLOCKQUOTE>quote:</font><HR>tool. You’ll be able to produce high- and low-polygon-count meshes with UV coordinates automatically assigned; ready <HR></BLOCKQUOTE>
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Falls down to the floor, unconscious *

A dream for a game modeller/creator.
<BLOCKQUOTE>quote:</font><HR>for texturing with TextureMaster and be incorporated into your ZBrush composition. This low-poly mesh can also be exported to other 3D modeling and animation programs, or used in real-time applications such as game development.<HR></BLOCKQUOTE>
Perfect. Just perfect. Those are my personal needs.
Really a tasteful choice to give the option of seen wire drawn over mesh thing…hey, you’re taking lot of care for game modellers…A lot of thanks, sincerelly.
You know very well how important is for this task to see often the wires…And it reminds a bit of Mirai software…That ultra expensive package (even more expensive than Max) but so powerfull, too. And so good for low cage modelling.
Another thing I have noticed. The render, it is so real…reminds me of global illumination renders…Brazil plugin and those…Absolutely ideal, outstanding for portfolio construction. I model a lot in low polygon count, but I (and like me, many others) like to have often a so real render from my low polygon model. Fot high, it is absolutely useful, of course.
In the other threads we all read before…a metaball like modelling tool is added…
I’m -highly- impressed.
I like this interface design…kind of minimalist…better to have the top buttons smaller and the rest of the ui elements seems also to have a better distribution…
