



The latest version of Asset Forge is now available for download. This preview release marks the biggest update of Asset Forge yet, completely rewritten from the ground up to bring numerous of new features (listed below). In the coming months we'll be rapidly releasing new preview versions based on community feedback, after the preview releases are done we will port Asset Forge 2 to other platforms including MacOS and Linux.
Known issues:
The preview version(s) might include bugs and not work like you expect it to. If possible, please report bugs at the community forums or at bugs@kenney.nl. Thank you!
New additions:
Please excuse the time it has taken to get this update released, there were a lot of setbacks includingdata loss. From now on updates will be much more regular, feel free to request features or share the word!
Create your own 3D models and 2D sprites!
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Hello there, I have purchased a Deluxe Edition after testing the starter version of Asset Forge. I love how easy this is to use, and is really powerful in its simplicity and versatility.
I do have a question, is it possible to rotate the textures on Asset Forge. I was curious about this while tinkering with some small seamless textures. With that said I do love what I've been able to create with this really well made tool. Thank you for your efforts and take care!
I agree with the "pivot" feature. It's primary in many situations (actually in all cases the object you create isn't still, because when rotating it the pivot position can't be 'random' or lateral). I'm obliged to use Blender just to move the pivot and this can be very annoying.
It shouldn't be hard to add this feature, isn't it?
It is, the pivot positions aren't random but chosen strategical depending on the object. Wheels and things like airplane props have their pivot point at the center because developers might want to rotate and animate those, but walls all have them at the side of a 1 x 1 x 1 grid space to make sure you can quickly build structures. Sorry, a "change pivot" function isn't going to be added since it's technically impossible with the way models are saved.
when we carry out CTRL + C and CTRL + V the only concern is that it does not copy exactly in the same place (a detail which is important if we want to chain or if for example we have to resize elements (so we will say that they are no longer on the original grid), it becomes a bit annoying to replace them each time, sometimes we are not sure that we are in the exact place which leads to verifications in the long run it makes me want to close the software (but I believe in you, that's why I support the project, there is great potential in the future) . i will try to hold Q next time i open the sofware :D
Played around with 2.0, it's working really well! Though I have a couple of notes.
- If you save your model and then go to File>New, and then you try to save again it overwrites to the last save file you saved to without even prompting you about overwriting or asking what you want to save as. Lost a model due to it (not a big deal, I'm mostly playing around at this point and I know anything I make may not live)
- The scaling handlings (especially for up/down) like to moving in inrregular increments or directions contrary to how you move your mouse. It seems like rotating the camera can reset this behavior or may even occur at certain camera rotations. Can do more testing to narrow down what is going on.