A low-polygon 3D modeler I programmed between 2001 and 2004. Mostly started writing it because I wanted to build my own 3D games, but couldn’t afford a professional modeller (this was before Blender was available 😢). Some of its features were:
- Custom subdivision surface algorithm
- Arbitrary grouping of vertices
- Manual editing of texture coordinates
- Hierarchical Bones for surface deformation
- Very flexible plug-in system.