Archimatix - Parametric Modeling Extension for Unity
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by kalisz.michal@gmail.com
2 hours ago

Guys! We need "Favorites" tab here on 80.lv

Great work!

by derjyn@gmail.com
4 hours ago

My motivation wasn't to knock Cem, not as a person nor as a developer. As I said, "this is cool, no doubt about that". I was sharing my personal opinion about the price-point for a material that is so expensive (performance-wise), and pointing out the fact that the same look can be achieved for cheaper (both performance and wallet-wise). I personally find it hard to budget 10s of dollars for a single material, a single effect, etc., but that's me. Other people have money pouring out of their ears and can afford to play like that. The internet is getting less friendly as far as opening dialogues like this. People should be able to have opinions and share them, debate them, without being told to hush up and move along. I hope others buy and use this asset- I'd be curious to see how it stacks up to alternatives out there (again, as I said "I love options"). As far as making my own assets and releasing articles here? It's in the works. And if somebody came along and started a dialogue about issues, opinions they had, or whatever- I would be happy to engage them!

Archimatix - Parametric Modeling Extension for Unity
2 June, 2017
News

Archimatix is a powerful node-based parametric modeling extension for Unity that is capable of creating props and rich, coherent and variable environments really quickly. The tool is all about “smart models” — models capable of generating hundreds of unique forms and typologies. The faces and vertices of these models are not edited directly, as they would be in a polygonal modeler. They are non-destructively generated from the logic described by the models’ node graphs.

The toolkit provides an iterative design process and a way to stamp out multiple versions of a model.

Key Features

  • Node-based Graph Editor with Intuitive UI
  • Library of Parametric Shapes and Objects
  • Library Items You Make Can Be Shared via Email
  • Interactive Editing with Scene View Handles
  • Very Fast Realtime Editing, Even with Large Models
  • Grid Snapping
  • Nested Node Grouping
  • 2D Shape Merging, Thickening, Offsetting and Rounding
  • Relations with Mathematical Expressions
  • Freeform Curve Editing
  • Turtle Scripting for Custom Parametric Shapes
  • Texture Scaling and Shifting to Align Both Repeating Textures and Atlases
  • Automatic UV Mapping and UV2 Unwrapping
  • Texel Budget Display
  • Substance Support
  • Collider and Rigidbody Controls
  • Per-Node Static Flags
  • Automatic Mesh Combination per Material
  • Level of Detail Control
  • Prefab Creation

Archimatix is sometimes even compared to Houdini and Grasshopper in Rhino. The tool can create environments right in the Unity editor for iterative rapid prototyping and testing cycles. The standard meshes generated by Archimatix can be brought into ProBuilder, Megafiers and other packages that will further modify and customize your models.

The project also features perlin-based JitterTool nodes to randomize the placement of meshes, but Deformer and Deteriorater Nodes that subdivide and modify meshes internally are not available just yet.

You can find documentation and various tutorials here

Get Archimatix for $145

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3 Comments on "Archimatix – Parametric Modeling Extension for Unity"

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guest
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Houdini seizes to be parametric upon import. Archimatix stays parametric. A runtime API will be provided so that these parametric properties can be modified at runtime, opening up a lot of possibilities.

God at play
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God at play
“why this tool instead of Houdini Indie [or modo, other 3d tool with parametric toolset, etc]?” This is a great question! Based on my experience, you always have this awkward trade-off with art assets and how they’re integrated. For example, you can’t create a prefab of a model (which you always try to do when multiple people need to edit your scene file), then make in-3d-tool edits that involve changes to the hierarchy, then re-export, then expect those hierarchy changes to be included in the prefab. Instead you have to drag the model file in and avoid changing it enough… Read more »
Andreas Diktyopoulos
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Andreas Diktyopoulos

Really great tool! But the main question is why this tool instead of Houdini Indie? And I’m not saying that with a bad way. This tool is really great. But when you have a team and you want to build something for professional products you want a procedural tool that can provide you fully creativity, freedom and parametrisation and integration with other tools (Unity, UE, Maya etc). Of course, the advantage of this tool is that it is integrated into Unity, and probably it’s easier to build something quick regarding Houdini workflow. This is my only concern.

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