Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics

Asset Forge

Create your own 3D models and 2D sprites! · By Kenney

General Suggestions

A topic by witiko88 created 33 days ago Views: 74 Replies: 7
Viewing posts 1 to 5
(2 edits)

X Y Z Axis Refrence

There is a small arrow on the grid that does give some idea of orientation , however it would be far more useful to have a simple diagram in one of the corners presenting the current orientation. Something like the way UE4 (image below)  does it would work wonders and help people keep their models facing the intended direction.

Additive and Subtractive Mesh

When you go to place an asset(model of any kind) if you could change whether it adds or subtracts that mesh to the scene it would allow you to make much more complex models without having to leave the engine. This would make the Primitives section much more useful as you could make nearly anything. This combined with the planned addition of being able to import your own models would mean you could make your model in asset forge, export it once you like it, re-import what you made and then have it as a drag and drop model to play with.

Right Click to  Clear Mouse

When you select a mesh to be placed in the editor, if the Left Mouse is pressed the mesh is placed. It would be kinda nice to have the ability to Right Click to delete the mesh before it is placed, i.e. clearing the mouse.

Additive and Subtractive Mesh

You are asking for boolean modeling, something that is difficult to do even in full-fledged 3D suites. It may sound esy to the user, but the geometry creation is very far from trivial.

interesting, i figured because this was built in unity i figured it would support this, as the only engine i have used is UE4 and figured it was something that was universally supported. im sorry it seemed so stupid...

Thing is, it is comparatively easy to do in parametric 3D, where objects are mathematical constructs first and foremost and any mesh geometry will be generated wholesale by the software. That's why it is a staple in CAD products. AssetForge does not work with parametric 3D objects, it works with pre-made meshes. Cutting pieces out of them, stitching them together and deciding where faces and vertices have to be placed to not damage the pre-existing geometry but to also modify it in accordance with other geometry that joins with it/cuts it is a whole different kettle of fish.

If I remember the Unreal engine correctly then it is not "universally" supported, it only applies to the level editor, which basically is a fancy volumetric object editor. It's not applicable to the various geometric meshes you import to populate your scenes with or use as actors.

That means it can't be done in Assetforge. =)

That means it is not worth trying to implement, costs too much development effort for too little benefit.

again, my apologies my dude...

No apologies!  It never hurts to ask.  Sometimes we put ourselves in the box of what can't be done and a fresh perspective can help us out of it.