Warforge StudioNative 3D asset forge
Authoring tools

Modeling and scene construction.

Warforge Studio combines object-level scene management with mesh editing, curve editing, modifiers, grouping, parenting, and import safety actions. This page summarizes the modeling features available from the Create, Object, Mesh, Curve, and Modifier menus.

Create menu

Mesh primitives

  • Cube
  • Plane
  • Sphere
  • Cylinder
  • Cone
  • Torus
  • Text mesh
Create menu

Curves and splines

  • Line curve
  • Bezier curve
  • Circle curve
  • Rectangle curve
  • Curve point editing
  • Convert selected curve to a mesh copy
Create menu

Scene helpers

  • Camera
  • Point, directional, spot, and area lights
  • Empty object
  • Group from selection
  • Starter scenes and lighting capsules
Object workflow

Scene-level operations.

Object workflow is for selecting, transforming, organizing, duplicating, parenting, locking, and hiding full objects before deeper component editing.

AreaWhat it controlsPrimary use
Transform toolsSelect, move, rotate, scale, free/X/Y/Z axis constraint, snap, reset transform.Place objects precisely in the scene and prepare clean export transforms.
Object operationsDuplicate, delete, new group, parent to another object, unparent, toggle visibility, toggle lock.Build hierarchy and scene organization for multi-part models.
Imported mesh safetyRead-only toggle, convert to editable, recover edit safety, and reimport preserved source.Protect large or imported mesh data while still allowing controlled editing.
Camera operationsSet selected camera active, toggle camera view, show frustum guides, show look-target cues.Frame shots, inspect output composition, and prepare render/export previews.
Mesh workflow

Component editing and cleanup.

Selection modes

Mesh editing supports vertex, edge, and face selection. You can clear component selection from the object menu, selection dropdown, or shortcuts.

Modeling operations

Use extrude, inset, bevel, bridge edge pairs, fill face, loop-cut placeholder, delete component, merge/weld selected, flip normals, and recalculate normals.

Separate and join

Separate selected faces into a new object or join visible meshes into one editable mesh copy. These actions help cleanly package multi-part asset work.

Normals and mesh hygiene

Flip and recalculate normals after topology changes so face orientation and lighting remain predictable before export.

Modifier workflow

Stack-based shape tools.

Mirror and Array

Add mirrored axes, array count changes, per-axis offsets, and offset resets for repeatable symmetrical or patterned models.

Bevel and Solidify

Adjust bevel amount, bevel segments, solidify thickness, solidify offset, and reset defaults for surface refinement.

Subdivision and Deformers

Use subdivision viewport/render levels and smoothness controls, plus bend, twist, taper, and lattice placeholder controls for shape experiments.