v50.0.37 New edition previewThis tool is under active development and functions can change without warning. Features may be incomplete or not as intended and bugs can occur.Star on GitHub
PLAYER SCREENClick view · Mouse steer · Middle mouse orbit · WASD move · Shift run · Space jump · Left click slash · Right click shield · B/F reserved for spells · Esc releases controlOpen arena readyPreview Tools
Stride length adjusts how far the model travels during one foot cycle.
Select one flat Triangle or Whole Face, choose Align Model by Face, then click the target face on another model. Green Y moves the source up or down until its selected face reaches the target plane without changing its sideways placement. Exact face center moves it directly onto the target face center.
With Selected Area active, the main Move, Rotate, and Scale tools attach to the selection center. Hold Shift to scale only the side facing the handle you grabbed; Ctrl keeps normal centered scaling. Scale All Axes makes any scale handle uniform.
Pull to Target works in either Mouse Drag or Exact Value: select the source face, choose Pull to Target, then click the receiving face.
Bevel
Model Tile Kit
Package the selected asset as a reusable ground + wall tile. Cycle the wall compass and export a Unity-ready manifest with a four-orientation texture sheet.
Select a textured mesh, group, or multiple parts. Neighbour previews and continuous texture settings are safe to reset.
Game Asset Kit
Store inventory and equipment data. Character packages use the Model Tile Kit camera style and include rig and animation data for the game runtime.
Select a mesh, group, or multiple parts. Metadata is saved in the BWS project. The humanoid rig binds one selected character mesh and adds named equipment attachment bones.
Edge Bevel
Choose Edge, select one visible crease, then apply. Flat triangulation diagonals are ignored.
Corner Bevel
Standard creates a real corner chamfer that remains OBJ-exportable.
Subdivide Surface
Level 1 creates 4 triangles from each selected triangle. Level 2 creates 16. Neighboring edges are split automatically so the mesh stays closed while shaping.
Loop Cut / Ring Cut
One cut uses Position %. Multiple cuts are evenly spaced. New ring edges stay selected for Move or Edge Slide.
Knife / Plane Cut
Knife uses two points and the camera. Plane Cut uses an infinite plane. Keyhole Cutter uses the selected green face as an exact finite blade: its face boundary is the only area allowed to cut, even when the grey target mesh is selected as a whole.
Keep Both Sides inserts real topology without removing geometry. Positive or Negative removes one side; Cap closes the new opening with planar UVs. Existing texture coordinates and materials are retained.
Bridge Edge Loops
Choose Edge. Select one boundary edge on each of two open loops with Shift/Ctrl, then bridge them. Both loops must belong to the same mesh and currently need the same number of vertices. Existing texture coordinates are extended across the new quad strip.
Normals
Recalculate Outside repairs inconsistent triangle direction across the selected mesh and points closed components outward. Flip Selected Faces reverses only the current Triangle or Whole Face selection. UVs, colors, materials, and topology are retained.
Find and Repair Holes
Select one editable mesh, then scan for true open boundary loops.
Repairs are added to the same mesh with controlled planar UVs and the surrounding material. Projection supplies the initial mapping. After repairing, select the new surface and use Selected Face UV below to rotate or flip its texture. Twisted, self-intersecting, degenerate, or non-manifold results are refused without changing the model.
Non-manifold Check
Select one editable mesh, then inspect its topology.
Reports open boundary edges, edges shared by more than two triangles, disconnected vertex fans, duplicate triangles, degenerate triangles, and inconsistent winding. This diagnostic never changes the model.
Remove Doubles
Select one editable mesh, then analyze nearby overlapping vertices.
Only separate positions closer than Tolerance are merged; ordinary non-indexed corners already sharing the exact same position are ignored. UVs, colors, skin data, and materials stay attached per triangle corner. A result that opens a closed mesh or creates a non-manifold edge is refused.
Mesh Statistics
Select one editable mesh, then calculate a read-only geometry report.
No report yet.
Reports dimensions, triangles, GPU and welded vertices, edges, topology health, surface area, closed volume, UV/material data, and approximate geometry memory. Statistics never change geometry or consume Undo.
Protected Decimate
Select one editable mesh, then analyze a protected triangle reduction.
Short internal edges are collapsed first. Open borders, sharp silhouette details, UV seams, and material borders can be protected. Analysis never changes the model. Apply retains per-corner texture and material data, refuses unsafe topology, and supports Undo.
LOD Generator
Select one editable mesh, then analyze a protected LOD set.
LOD0 is always the source model. If imported overlapping or broken faces block reduction, Repair Mesh for LOD removes safe duplicate/degenerate faces, preserves surviving texture/material corners, and supports Undo. LOD1–LOD3 are separate models in one named scene group and are hidden by default to prevent overlap.
UV Unwrap / Texture Atlas
Select one editable mesh, then analyze a smart UV layout.
1 PNG selected: select one textured mesh to make it ready.
Original Texture exports the unchanged source image shown in Mesh Details, without UV islands. Analyze is read-only. Apply changes only UV coordinates. Bake remaps the current texture into a separate atlas so the visible surface stays aligned. UV Guide exports colored triangle and island outlines for external painting. Apply and Bake support Undo.
Selected Face UV
Choose Triangle or Whole Face and select the repaired surface—or any textured surface—before rotating or flipping its UVs. Geometry, material, and neighboring faces stay unchanged. Each action can be undone.
Edge Slide
Choose Edge or create a Loop Cut. Positive and negative values slide in opposite directions. Auto remembers the Loop Cut direction and otherwise follows the strongest neighboring rail.
Scale Selected Surface
Scales only the selected surface around its own center. Uniform keeps a flat face in its plane; X, Y, or Z changes one world-space dimension. Texture coordinates and selection are retained.
Smooth / Relax Vertices
Choose Vertex and select the points to edit. Relax Surface moves displaced points toward their connected neighboring surface and keeps the center of multi-point selections stable. Smooth Shape can also round the silhouette. UV coordinates and closed topology are retained.
Weld Vertices
Choose Vertex and select at least two vertices with Shift/Ctrl. UVs and materials are preserved, redundant triangles are removed, and the result stays selected.
Dissolve Edge or Vertex
Edge: select a flat internal modeling edge. Vertex: select an internal manifold vertex on one continuous material surface. Boundary edges, UV seams, and invalid topology are protected. The viewport reports whether Dissolve completed or why it was blocked.
Mouse Drag: select a surface, then drag it left/right in the viewport. Exact Value: use Distance with the action buttons.
Shape building, selection, sketches, and topology.
Mesh Color
Color one selected mesh, or every checked mesh, even when its OBJ material or texture is missing. The color is saved with the project.
Stencil / Sigil places a PNG overlay on one selected mesh. It can start from the mesh's current solid color; an existing texture is not required, and a UV layout is created automatically when needed.
Select a mesh, or check several parts in the model list.
Pose Straightener
Place any number of temporary joints through one selected mesh, then straighten or bend it without creating animation bones.
Select one mesh, then place joints from the top of the part to its end.
Place as many joints as needed, then Finish Chain. Click a joint sphere to select it and use its rotation gizmo, or use Previous/Next and exact X/Y/Z rotation. Rotation affects every following section. Apply bakes an ordinary editable mesh; Cancel restores the original.
Reference views, game exports, and model imports.
Texture EditorOpen a textured mesh to paint on its texture and inspect UVs.
Material
Paint affects:Color and artwork you see on the model.
Replaces the image for the active material channel.
UV scale
Select:No paint selection
Choose a paint tool to edit this material channel.
Shape:
Choose a transparent image, then click the texture to position it.
Symmetry:
Paint anywhere on the full texture, or enable UV lock to isolate the selected faces/current part. Selections constrain paint actions; U/V symmetry mirrors strokes and shapes across the texture center.
Group DetailsRename the group and inspect its child groups, mesh parts, textures, and hierarchy contents.
Child Groups
Textures
Mesh Parts Inside This Group
Mesh DetailsInspect this mesh and assign material rules for future deformation and simulation tools.
Texture Preview
Future Tool Notes
Save Editable ProjectReview the scene weight before BWS prepares the project file.
Objects0
Vertices0
Triangles0
Estimated file0 B
Choose Save Location uses the system file picker when available. Otherwise, your browser's normal download location is used. The estimate may vary with textures and numeric detail.
Support BoltWorks 3D AI StudioA voluntary way to support this personal creative hobby.
BoltWorks Studio is a personal creative project built for exploration, learning, and innovation. Donations are entirely voluntary and do not grant special access, features, or services.
Any support simply helps me continue improving the project — developing better tools, refining AI systems, and expanding creative possibilities. Thank you for helping me keep the spark alive.