The story behind Eyemesh
“I needed to manage hundreds of 3D assets for my game, no tool suited me, so I built one.”
I build a game in my spare time. After a few months my asset folder had passed three hundred files: OBJ, FBX, GLB, USDZ, bought on marketplaces, exported from Blender or sent over by collaborators. There was no way to know what was inside a file without opening it, and opening a file took a minute.
I looked for a tool that did just that: look, compare, convert. The free viewers refused half the formats. The professional suites wanted a monthly subscription for a function I used ten seconds at a time.
So I wrote it. For myself first, for a few weeks, with exactly what I needed and nothing else. Then I put it on the Mac App Store, figuring I was probably not the only one losing that time.
Jimmy, developer of Eyemesh