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.

Shape first
Start with a primitive or an imported SVG solid, 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. Use Subdivide when you want real editable faces instead; in Object mode it subdivides every face on each selected object.
Precision and alignment
Offset moves selected objects, vertices, edges, or faces by an exact signed distance along world X, Y, or Z. Choose the axis, enter a distance in the current project unit, preview the change, then apply it. Multiple selections retain their relative spacing.
Use Selection transform orientation when a gizmo should follow the active component, or View when a move, size, or rotation should be screen-relative. The active grid step controls slider increments for world-space modeling tools, while direct numeric entry remains exact.
Align one part to another
- Select the mesh region that should move.
- Select its attachment face last so that it becomes the active source face.
- Start Align to Face.
- Pick the destination face in the viewport.
Forge places the source face against the destination with opposing normals. The selected region moves rigidly, preserving its topology.
Turn a loop into a circle
Select a closed, non-branching vertex or edge loop, or a connected face region with a closed boundary, then choose Circlify. Adjust Influence for a partial or complete result. Regular Spacing distributes vertices evenly around the fitted circle; Preserve Surface projects the result back onto the original mesh surface.
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. Edge Slide follows the neighboring topology rails for open chains and closed loops, helping preserve the surrounding contour, and it respects active live-symmetry axes.
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, live symmetry, 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.