The Groboto interface is well arranged and easily used.
Despite a wide capability for customization, Groboto’s functions are contained by two basic tools: Autobots (no, I don’t think Michael Bay had anything to do with these little guys!) and Drawbots. Selecting from a robustly diverse palette, Autobots create complete, highly intricate arrays with a single click. Drawbots, on the other hand, allow the user to engage a controllable level of bot automation but with significant placement and growth duration.
While non-standard compared to other 3D application GUIs, given the functions of Groboto, the interface makes perfect sense.
Once a user “gets” how Groboto works, the user interface becomes quite intuitive. There are plenty of thoughtful nuances that allow users rapid access to the wealth of options provided by the software.
Depth of Options
The most remarkable thing about Groboto is how it textures objects. Anybody that has spent any time at all with UV maps in 3D software knows that texture distortion is an ongoing issue that requires development time to avoid. Groboto has a very clever scheme to prevent this requirement. The textures are intelligently segmented and then combined on objects in a way that completely hides overlapping tiling. Way cool.
The Groboto texturing has the outstanding capability to overlap “rough cut” textures to prevent texture pinching when the UV space gets smaller as on the top of a sphere.
The options in Groboto are a bit of a give and take from this point forward. Because of the texture function utilized by the program, users cannot bring in their own textures and are forced to use the texture controls within the program. That said, the Groboto texture and surfacing capabilities are very complete and customizable. Just don’t expect to slap a decal on one of the forms.