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Modeling and mesh workflow

Forge is most effective when you move from silhouette to detail. A box can become a crate, a tower, a vehicle body, or the foundation of a figurine without leaving the direct viewport workflow.

Native for macOS and iPadOS. Build your props and printable assets with Forge on either platform.

A low-poly vehicle assembled in Denrim Forge

Shape first

Start with a primitive, then use Transform, Size, and Rotate to set its proportion. For attached volume, choose Extrude. For a raised or recessed surface without creating a separate object, use Push/Pull. Inset creates borders, frames, panels, doors, windows, and recessed details.

Arc, Knife, Cut Through, and Lathe make more specific forms without introducing a separate modeling system. Bevel softens hard edges, while Sub-D gives you a reversible smooth preview over the original editable cage.

Keep topology healthy

Use the selection helpers to reach the area you need: loops, edge rings, boundaries, connected components, coplanar faces, hard edges, and open edges. Commands such as Connect, Bridge, Loop Cut, Edge Slide, Split Edge, Fill, and Merge make targeted topology edits possible.

When a model has been heavily edited, use Recalculate Normals, Weld, Remove Degenerates, Fill Holes, or Cleanup Mesh. The viewport’s mesh-health overlays help locate open, non-manifold, or invalid regions.

Symmetry and repeated parts

For a symmetrical prop or figurine, model one half then use Mirror or Symmetrize across the required local axis. Duplicate and Array are useful for repeated beams, planks, bolts, fence posts, wheels, and other modular details.

See the tool reference for every command’s selection requirements and practical notes.