What Happened To T.E.D.D.Y. And Other 2DSketch-To-3DModel Research?

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  06 June 2018
What Happened To T.E.D.D.Y. And Other 2DSketch-To-3DModel Research?

There was all sorts of buzz back in the early 2000s about algorithms that let you sketch in 2D and convert to 3D model or mesh.

Anyone remember T.E.D.D.Y. from back in 2006 ?



ShapeShop - actual commercial sketch-to-3D software:

http://www.shapeshop3d.com/



Tusk3D - much newer - available to download below:

http://tusk3d.wixsite.com/2dto3d



A proprietary 2D-to-3D tool being used to model a 3D lobster:




Or EasyToy from 2009? (This one exists as a toy design software now...)

http://www.livesforce.com/Easytoy_eng.html



Book on the subject:

https://books.google.com/books?id=z...epage&q&f=false

Last edited by skeebertus : 06 June 2018 at 04:57 PM.
 
  06 June 2018
Shapeshop is from the same individual who produced Meshmixer, and some of its sketching tools eventually made it into that program, IIRC.
The most recent tool of this type that I was previously aware of would be Archipelis designer.
http://www.archipelis.com/home.php?
Seems like Curvy3d, and even zBrush and Sculptris should be loosely included here also.
Also, there's Microsoft's own Paint3D which looks to be heavily inspired by programs like Teddy.

Last edited by moogaloonie : 06 June 2018 at 12:48 AM.
 
  06 June 2018
Originally Posted by moogaloonie: Shapeshop is from the same individual who produced Meshmixer, and some of its sketching tools eventually made it into that program, IIRC.
The most recent tool of this type that I was previously aware of would be Archipelis designer.
http://www.archipelis.com/home.php?
Seems like Curvy3d, and even zBrush and Sculptris should be loosely included here also.
Also, there's Microsoft's own Paint3D which looks to be heavily inspired by programs like Teddy.


Thanks for that. I wasn't aware of Archipelis at all, even though I did some Googling before posting this thread.
 
  06 June 2018
I think there are a lot of programs that were innovative at a time when users hadn't largely agreed on what they expected from a 3D program. For one of these tools to be considered more than a novelty today, it would likely need a clever way to generate UV islands and output a re-topologized quad mesh. Curvy3d's primitives have basic UVs, but it's not clear how the UVs are handled when shapes are merged or heavily distorted. By necessity, these types of programs tend to assume the user does not necessarily understand things like UVs or good topology. So most of them, if they support UV mapping at all, are likely to use basic planar or cylindrical mapping either on a shape or object basis. Curvy3d seems to me like a program that could still attract users today if it better utilized UV space and could re-topologize the final mesh with minimal fuss.
 
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