Tools

This menu shows tweakable parameters for the active tool. You can change the active tool from your SideBar shortcut buttons or the tool picker, also found in the SideBar.

Every tool in Forger has a different set of parameters, and each parameter within a tool will change the way this tool behaves when applied to the target mesh (or canvas).

There is a tool preview at the top of the Tool panel (only applies to brushes), so you can get quick feedback about how a parameter may affect the active brush visually, by tweaking it and having a look at the refreshed preview.

Table of Contents


Transform

This tool allows applying various types of transformations to the selected mesh. It can be used to Translate, Rotate and Scale the mesh The tool "mode" can be changed by pressing the different Universal/Translate/Rotate/Scale buttons on the sidebar. The tool offers different handle representations depending on the transformation mode that the tool is in.

You can also offset the pivot by holding the Pivot shortcut button in the Shortcuts Panel on the left.

The following options are available for this tool:

To enable snapping of the Pivot to the surface of the Sculptable Mesh the Masking modifier must be held and a small dragging motion must be performed over the desired location on the surface. On the left you can see the orientation along the surface normal, on the right the orientation in the viewing direction.
On the left is the original Sculpting Mesh, for which symmetry along the X axis is active. A soft masking of the snout and the forhead has been applied to it so that only the ears are moved. With Ignore Symmetry turned off, the active symmetry is taken into account and when rotating, both ears move outwards (see image in the middle). If Ignore Symmetry is off, both ears are rotated in the same direction (see image on the right).

Universal

Contains all three manipulators, described below.

Translation

  • Moving the central handle: Moves the element freely, according to the direction of movement.

  • Pulling on an axis handle: Moves only along the chosen axis direction.

  • Moving the red, green or blue rectangular handles: Allows you to move freely, but locks the axis direction with the color of the tapped rectangle.

Rotate

  • Drag on the area of the object, inside the red, green and blue rings: Rotates the element freely.

  • Touching and pulling the red, green or blue ring: Rotates only along the chosen ring direction.

  • Touching and pulling the gray ring: Rotate around the current viewing direction.

Scale

  • Moving the central handle: Scales the element freely and evenly along all directions.

  • Pulling on an axis handle: Scales only along the chosen axis direction.

  • Moving the red, green or blue triangular handles: Allows you to scale freely, but locks the axis direction with the color of the tapped triangle.

Mirror

This mirrors the pivot point of the currently selected Transform function along the current symmetry direction. This is especially helpful if the pivot point has been moved manually and is therefore no longer central in the object.

Using the Transform Tool for masking

The Transform Tool settings (or the settings of any other sculpting brush) also allow to choose between several geometric shapes that can be used for masking. To apply the masking, just hold down the Mask Modifier button in the Shortcuts Panel and start to draw from outside of the object. So the first tap has to be in the empty viewport.

You can choose between Rectangle, Square, Ellipse, Circle and Lasso

First open the Transform Tools settings and choose the shape you like to use for masking (see number 1). Next hold down the Mask Modifier button (see number 2) and start to draw from a position outside of the active mesh (see number 3) to create the mask.

There are also additional actions available to work with maskes directly from the Transform Tool:

  • You can also use the same technique to delete all maskes from the active mesh. Just draw a masking shape completely outside the selected mesh while holding th Mask Modifier.

  • Holding the Mask Modifier and simply tapping the empty viewport inverts the existing mask.

  • By holding the Mask Modifier and the Pivot Modifier buttons together and drawing a masking shape, you can subtract that drawn shape from an existing mask.

Sculpting Tools

Forger comes with various different brushes. Each brush has two different modes, a normal and an "alternate" mode; the "alternate" mode can be triggered by pressing the +- Shortcut button found in the left sidebar in sculpting context (see icon on the left).

A tools behavior will change depending on whether it is running in "regular" or "alternate" mode.

Holding down this Smooth Modifier button while using any Sculpting Tool will switch to a Smoothing brush. This way you can smooth you sculpted details at any time without having to switch tools.

This Modifier will only be available when using the Vertex Color Brush. Holding down this Eyedropper Modifier button while using the Color Brush allow to pick up color values from the surface of the active Sculptable Mesh.


Generic Brush Parameters

Basic Settings > Base Settings

  • Size: Size of the brush

  • Size Modifier: Determines how the size of the brush can be modified during use of the brush.

    • None: The size is constant

    • Pressure: The size is pressure-dependent

  • Strength: Strength of the brush (in screen space units)

  • Strength Modifier: Determines how the flow of the brush will vary.

    • None: The strength is constant.

    • Pressure: The strength is pressure-dependent


Basic Settings > Stroke Settings


Shape Settings > Tip Shape

  • Filter: Filtering applied to the tip image.

  • Angle: the initial angle of the tip image to use.

  • Tip Flip U: flips the tip image on the X-axis.

  • Tip Flip V: flips the tip image on the Y-axis.

  • Stroke Oriented: Aligns the tip image to the stroke, making it follow it.


Dynamics Settings > Shape Dynamics

  • Size Jitter: Adds a certain randomness to the brush Size.

  • Strength Jitter: Adds a certain randomness to the Strength of the brush.

  • Angle Jitter: Adds a certain randomness to the brush tip Angle.

  • Position Jitter:This adds a random deviation to the path of the brush stroke.


Advanced Settings > Auto-Masking

  • Backface:You can use painting and sculpting brushes on the backside of faces.

  • Face Group: The current brush can only modify the Face Group on which its brush stroke was started. Groups can be created, for example, from a Mask (Modify Groups > Group Masked). To visualize Groups in the viewport, activate Colors Group from the Display Settings (Basic tab).

Advanced Settings > Advanced

  • Remember Size: When switching back and forth between the different Sculpting Brushes, the last used Size of each brush is always set automatically.

  • Remember Strength: When switching back and forth between the different Sculpting Brushes, the last used Strength of each brush is always set automatically.

  • Pressure Size: This curve describes the multiplier used to control Size when using Size Modificator: Pressure. The left edge of the curve shows the multiplier for low pressure and the right edge shows the multiplier for high pressure.

  • Pressure Strength: This curve describes the multiplier used to control Strength when using Strength Modificator: Pressure. The left edge of the curve shows the multiplier for low pressure and the right edge shows the multiplier for high pressure.


Brush Actions

  1. Area Selection: When holding down the Mask Modifier button in the left Sidebar and starting your Brush stroke outside of the mesh, you can directly create a Mask without having to switch tools. You can chosse between a Rectangle, a Square, an Ellipse, a Circle or a Lasso selection to create a masked area.

  2. Choose between different search types to find the Sculptable Mesh below the tool when sculpting.

  3. Here you can revert all tool current settings to their default values.

  4. This opens a dialog to save the current tool settings as a Preset for easy access in other projects.

Standard

Regular: Pushes vertices in the direction of the average normal.

Alternate: Pushes vertices in the opposite direction of the area normal.

Clay

Regular: Moves vertices with a nice clay-like effect, filling holes and building up in the direction of the average normal.

Alternate: Works in the opposite direction of the area normal.

Move

Regular: Moves vertices in screen coordinates from the starting coords.

Alternate: Pushes vertices along the area normal from the starting coords.

Flatten

Regular: Pushes vertices over the average plane defined by the average point position of the affected vertices and the area normal.

Alternate: Same effect.

Layer

Regular: Pushes vertices up to a per stroke limit in the direction of the area normal.

Alternate: Works in the opposite direction of the area normal.

Inflate

Regular: Pushes vertices in the direction of their own normal.

Alternate: Works in the opposite direction.

Pinch

Regular: Pushes affected vertices closer to the center of the stroke.

Alternate: Pushes vertices away from the center of the stroke.

Smooth

Regular: Averages the position of the affected vertices with their adjacent ones. This brush is heavily affected by the density of the mesh area(s) where the brush is acting upon. To increase smoothing, activate the lowest possible subdivision level of the mesh. You can use the Smooth Brush at any time by holding the Smooth Modifier Shortcut while having any other brush tool selected. This makes it possible to quickly switch between a sculpting function and subsequent smoothing.

Alternate: Same effect.

Crease

Regular:This can be used to form grooves and other hard countersinks.

Alternate:Hard defined ridges are formed.

Scrape

Regular: Pushes vertices onto the average plane defined by the positions of the affected vertices and the area normal.

Alternate: Same effect.

Polish

Regular:This tool is used to remove material. The effect is stronger in areas with slopes than in flat areas.

Alternate:Lowered areas are filled in. The effect is thus partly similar to filling a mold with sand.

Planar

Regular:When tapping the surface, an averaged surface normal is calculated at this point. A plane is created perpendicular to this. This tool is less suitable for painting than for leveling the immediate area under the first tapped point.

Alternate:The area tapped first remains unchanged. Instead, the surrounding area aligns and forms a plane.

Pull

Regular: Moves vertices in screen coordinates.

Alternate: Pushes vertices along the area normal.

Stamp

Regular: Pushes vertices along the avergage normal or the VDM normal based on the stamp you have selected in the stamp picker.

Alternate: Works in the opposite direction.

Using and creating Brush Tips

Forger already comes with a selection of useful brush tips that you can use for all sculpting and painting tools via the Stamp Selection icon (see red highlighted area to open the Stamps selection). Without choosing one of the Stamps there, the standard round brush tip is always used by default.

However, you can also add any of your own brush tips by loading square black and white images into Forger's corresponding Stamps folder.

But even if no external sources for brush tips are available, new brush tips can be created directly with Forger. You will already find a Stamp Template in the selection list for new objects in the Objects List. It is a simple square plane intended for painting with the Vertex Color Brush.

Brush tips usually use black as the base color and only the areas that are actually to be used as brush tips are drawn lighter. It therefore makes sense to first color the entire plane black after selecting the Vertex Color Brush. The fastest way to do this is to use the Fill With Color... command, which you can access directly via the Sculptable Mesh settings, for example. After that just choose white as a color and start to draw on the plane with the Vertex Color Brush.

When you are done painting, open the Export dialog and select Export Textures there. Select the painted Stamp Template object for export and leave only the Vertex Color export options active. This will create a simple image file that you will need to place in the stamps folder of your Forger installation. From now on, your new brush tip will be available with every Sculpting Brush. The following images document this workflow again.

First add the Stamp Template to the project, then fill the surface with black color and start painting with white color by using the Vertex Color Brush. When you're done, choose the Export command from the File menu and select the Texture option.
Select the Stamp Template in the list on the left for the texture export and be sure to have the 'Export' option for VERTEXCOLOR active. Choose the 'Save to Files' option and select the 'stamps' folder in the Forger directory. Enter a meaningfull name and then use the 'Save' command in the upper right corner of the dialog.

Relax

Regular: Evens out the positions of the vertices while keeping the surface forms.

Alternate: Same effect.

Mask

Regular: Marks affected vertices as masked, all brushes will have less or no effect on masked areas.

Alternate: unmasks affected areas.

There are also several gestures and other masking options available. You can find them documented here.
There are also additional masking commands available from the Radial Menu or the settings of a sculptable mesh. Here you can read more about that.

Color

Regular: Allows applying vertex colors onto the mesh.

Alternate: Activates the Eye dropper to pick up a color from an already painted part of the surface.

The Color Chooser

Here you can see the three different options of the color chooser to set a color. The RGB system uses red, green and blue color components to describe a color value. The HSV system, on the other hand, is more intuitive to use, since here only one value can already be used to select the desired color (H value). The S value stands for the saturation of this color and the V value for its brightness. The third color system uses color temperatures. This can be helpful, for example, for setting a light color. Warm colors have small T-values, cool colors are defined by higher values. Since this system is based on the colors that can also be observed, for example, when metals are heated, only colors between red, orange, white and light blue can be set.

ZRemesher

This allows the topology and polygon density/polygon count of a Sculptable Mesh to be customized. The functions here go far beyond those of the Remeshing function, which can be found in the mesh settings. Integrated painting tools can be used to paint paths on which the polygon flow of the mesh restructuring is oriented. The resulting polygon density can also be controlled by using vertex colors. The following image gives an example.

The image on the left shows the original mesh that was imported and has no subdivision layers. It already shows the topology curves painted on the surface that will guide the ZRemesher in restoring the topology with a much lower polygon count. The image in the middle shows the original mesh density. The image on the right shows the final mesh after it has been recreated with ZRemesh.

The ZRemesher treats each mesh surface individually and therefore does not, for example, create fusions between adjacent structures that have been created, for example, by using the Connect command in the Objects List.

If you're looking for a shape restructure feature that also involves merging nearby shapes, check out the Remesh command istead.

Lets have a look at the available options:

Quad Sizing

  • Target Face Count: Here you can define the absolute number of polygons to be created. Note that this is a target value, which may not be reached, i.e., the actual number of polygons will lie near this value. Adaptive Size and Use Vertex Colors options will increase the resulting polygon count further.

  • Adaptive Size: Normally, remeshing is performed using polygons of approximately the same size. This can result in loss of definition, especially in areas with sharp changes of direction and fine details. To counteract this effect, the polygon size can be automatically reduced in these areas and also deviate more individually from the perfect square shape of polygons. The higher this value is set, the more freedom the algorithm has in scaling and shaping the polygons. Note, however, that with higher values the generated polygon count can also increase far beyond the Target Face Count.


Edge Loops Control


Symmetry

The effect of topology control will be illustrated by this very simple example. On the left is a slightly deformed cube. In the middle you can see the result of the ZRemesher tool, without the use of guides. The tool automatically recognized the details on the front of the cube and created corresponding loops there. On the right, a circular guide was painted on the top of the cube before the ZRemesher was executed. After running the ZRemesher (again using the mesh from the left image as the source, an additional loop structure is created in this area, which can be useful, for example, for subsequent deformations.

Painting ZRemesher Guides

Drawing and using Guides for the ZRemesher is very simple:

  • Activate Guide drawing: First you have to choose the drawing mode for Guides from the icon marked with the number 1. This allows you to directly draw a curve on the surface of the mesh. There is no option to close that guide curve, but if the starting and ending points of a guide are close enough, it will be considered as a closed loop during the ZRemesher calculation.

  • You can draw as many guides as you like and you can also use Symmetry to draw them.

  • The direction of drawing a guide doesn't matter (clockwise or anti-clockwise).

Painting ZRemesher Densities

How to use Vertex Colors to control the density of the resulting mesh:

  • Activate Vertex Color painting: The most convenient option to paint vertex colors for density control is to use the painting tool provided directly by ZRemesher. You will find all relevant options to specify the desired brush size or polygon density. To do this, activate the Density painting mode directly via the icon at the number 1.

  • Choose the new Density Scale: Before you start painting, you must select how you want the polygon density to change as a result of painting. To do this, you can use a slider directly in the left toolbar (see number 2), as well as a value in the ZRemesher settings (Density tab, see number 2). The value 0.25 means, for example, that the resulting polygon density will be only 25% of the average polygon density that you set mainly via the Target Face Count. With a value of 2, the polygon density would be e.g. 200%, i.e. twice as high as in the unpainted area.

Here again a conceivably simple mesh that is to be adjusted in the resulting polygon density by painting on vertex colors. The original mesh is shown on the left. The area at the front was marked to increase the polygon density, the upper part of the cube was painted to reduce the polygon density. The result is seen on the right.

ZProject

Similar to the Mesh Projection feauture , the ZProject Brush allows to project one mesh onto another. Instead of just projecting the entire mesh, you can choose which parts to project here by painting on them. This allows to choose any brush tip and to change the perspective during the process.

Because ZProject works like a Sculpting Brush, you can use any brush tips and change the perspective at any time, for example, to project a plane section by section from different directions onto a complexly deformed mesh.

Sketch Mesh

The Sketch Mesh Tool provides an easy-to-use modeling tool to very quickly design basic three-dimensional shapes that can then be refined with the other sculpting tools. With the Sketch Mesh Tool you can use the classic selection tools, such as Lasso, Circle or Rectangle, to draw the outer edges of the desired shape. The interior of this selection is then automatically filled with a volume of polygons. The tool offers these settings and options in the left Toolbar:

  1. Here you open the Sketch Mesh Tool Settings. This tool ist not interactive with these parameters, so you have to adjust these values before you start drawing.

  2. In this section you can switch between the Drawing mode (used to sketch geometry) and the Camera mode (used for navigation in the viewport without having to leave the tool).

  3. Use this icon to choose between the selection tools. The Lasso selection is the most useful for drawing organic shapes, while the other selection methods are also suitable for sketching the outlines of technical objects. Take note that all selections can be used together with the + and - selection modifier keys.

  4. A tap on this Align Camera icon adjusts the viewing direction in the viewport to the currently selected Sketch Object. This allows you to add or subtract additional selections from this shape.

The following image give an idea of the general workflow. After activating the Sketch Mesh Tool, take care to activate its Drawing mode and choose one of the selection options in the left Toolbar (see number 3 in the image above). Start drawing the outline of the desired shape in the viewport. This is demonstrated on the left of the following image. After releasing the selection tool, a mesh filling the selection shape is created (see right side of the next image).

The left shows the outline of the needed shape, created with the Lasso selection option of the Sketch Mesh Tool. The right side shows the resulting geometry.

Some shapes might not be able to be drawn in one step. To overcome this limitation, additional selection shapes can be added or subtracted to an already existing Sketch. Just follow along these steps:

  1. Take care that the Sketch Object is selected and activate the Sketch Mesh Tool.

  2. Tap on the Align Camera icon to adjust the camera perspective to the orientation of the selected Sketch Object. This is only needed if the camera has been moved since that Sketch Object has been created.

  3. Activate the Drawing mode of the tool and choose one of the selection methods.

  4. Hold the + Selection Modifier to add a shape to the Sketch Object or hold the - Selection Modifier to subtract a shape while drawing your selections.

  5. Drawing a new selection shape whithout holding one of the Selection Modifiers will always create a new Sketch Object that will not interact with other Sketch shapes in your project.

The left side shows a shape drawn with the Lasso tool. After this Sketch Mesh is created, we select the Circle Selection tool, hold down the - modifier and draw a circular selection in the center of the heart shape. This will subtract the circle from the Sketch.

The Sketch Mesh Tool

  • Inflation controls the thickness of the created mesh. In general, smaller areas are calculated to be less thick and larger areas are given a greater thickness. In addition, the thickness of the geometry generally decreases at the edges.The image below gives an example.

  • Density sets the density of polygons used to create the mesh.

On the left you can see the shape created with the Lasso tool and an Inflation of 1. The middle illustration shows this object in a side perspective. On the right is a similar shape, but with an Inflation of 3. This makes the object appear correspondingly thickened, even though the shape drawn is identical.