Material slots
Move between material slots, add a new slot, duplicate the active slot, remove the active slot, and assign the active material to selected mesh faces.
Warforge Studio includes material slot controls, PBR field adjustments, texture map references, reusable material capsules, multiple light types, lighting capsules, and camera guide controls for creating presentable assets and export-ready scenes.
Move between material slots, add a new slot, duplicate the active slot, remove the active slot, and assign the active material to selected mesh faces.
Preset options include Warforge Blue, Brushed Gold, Polished Chrome, Preview Glass, and Arc Emissive for quick visual styling.
Capsules include Blue Anodized Metal, Red Gloss Paint, Chrome Paint, Black Rubber, Frosted Glass, Arc Emission Cyan, and selected browser material application.
The app exposes basic material properties for local editing and GLB/glTF handoff. Current export covers base color and core PBR factors, with fuller texture packing targeted for later app work.
| Control group | Available fields | Typical use |
|---|---|---|
| Color and display | RGB color controls and material color presets. | Set readable object colors and asset identity colors in the viewport. |
| PBR fields | Roughness increments, roughness decrements, metallic increments, metallic decrements. | Adjust how matte, glossy, or metal-like a material should appear. |
| Texture map references | Color/albedo, normal, roughness, metallic, alpha, and emission map slots. | Track texture intent and missing texture status for asset materials. |
| Map clearing | Clear individual map slots and refresh missing texture status. | Clean stale map paths before packaging or export review. |
Create point, directional, spot, and area lights. For a selected light, change the active light type and tune intensity, range, spot angle, or area size from the View menu controls.
Reusable lighting setups include Three-Point Lighting, Product Softbox, Cinematic Rim Accent, Warm Interior Glow, and Moonlit Blue Setup. Capsules quickly turn a default scene into a previewable lookdev environment.
Camera frustum guides, look target cues, active camera display, and field-of-view indicators help judge how objects will appear from the chosen camera.
Add a camera, set the selected camera active, clear active camera, toggle camera view, and use Ctrl+0 to assign the selected camera as the active view target.
For a clean asset pass: create or select the object, assign a material preset or capsule, tune roughness and metallic values, add a product or three-point lighting capsule, set a camera active, frame the object, then export the selected object or full scene as needed.