You’re right, this is a game changer. Only need to be able to keep my old pre-existing UVs across the whole workflow and this software is legitimately pipeline ready. No sense adding some hacky tri-planar auto unwrap like they have in forger, that is less than a half measure… hardly even usable and far from good results. Unless there is an open source implementation of something as good as Zbrush’s UV master, I would much rather just have the ability to handle my UVs in another application and reimport the UVed version back into nomad. That would go a long way towards quality of life improvements. All it has to do is give you a warning, if it detects UVs and you activate any of the remesh / dynamic tessellation features that it will be doing so destructively.
Whoever mentioned spotlight in Zbrush that is exactly what I was thinking about. And yes the ability to paint RGB colors and sculpt simultaneously would be (and is, already in other softwares) extremely powerful. The ability to drag out an alpha with scales and have the color of those scales applied simultaneously, or apply a RGB skin texture with the bumps and wrinkles matching the colors perfectly. Zbrush users know what I’m talking about, but I actually think there is even greater potential for nomad considering it already supports PBR, we could add individual brush alphas for albedo, roughness and metalness maps and paint them and sculpt/displacement simultaneously a la Mari or mudbox.
I mean I’m dreaming obviously, these are high level features and I think the UVs are more pressing but it seems like the skeleton code is already there. Someone mentioned doing the overlapping alpha operation 3 times for R, G and B, this would be the same principle but add R and M.
Maybe I am asking too much. But the developer is really an impressive fucking guy. I didn’t expect something this soon, so… who knows.