Modeler Top Bar
The Modeler has the full set of modes available for each tool.
The Modeler has the full set of modes available for each tool.
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Leave the Modeler and return to the Home screen. You will be prompted to save your work.
Commit to changes in your project.
To save another version of your project, use Save As in the File Menu.
Halve Size will simplify your design to fit a smaller scale. Using Double Size will make it larger, but will not restore the detail it had before. Use Undo (CTRL + Z) if you want to go back to the version of your design before you used Halve Size.
Trim Volume is an essential tool to make Assets feel more natural during gameplay. It is a routine step as part of your creative workflow.
SCALE When you create a new project in the Modeler, you begin with a Model that has a bounding box of 32x32x32 voxels (equal to the size of a Block). You will need to modify these dimensions before you begin your project so it is in the right scale. Learn more in Sizing & Quality Guidelines.
LIMIT The maximum size for a Model's bounding box is 256x256x256 voxels.
Turn the entire Model 90 degrees around the X axis.
Turn the entire Model 90 degrees around the Y axis.
Turn the entire Model 90 degrees around the Z axis.
Flip the entire Model 180 degrees on the X axis.
Flip the entire Model 180 degrees on the Y axis.
Flip the entire Model 180 degrees on the Z axis.
Toggle on and off a line of symmetry at the center of the Y axis for mirrored editing.
Toggle on and off a line of symmetry at the center of the Z axis for mirrored editing.
Set the number of voxels in X dimension by typing a value or clicking elsewhere.
Reveal a grid guide showing the edges of all voxels in the model, for precision work such as creating a pattern and measurement.
Show a clear view of the Block without a grid guide, which is how it will appear in The Sandbox.
Double Size Double size and detail of the entire project in each dimension
Halve Size Destructively reduce the model size and detail by half in each dimension
Trim Volume Shrink the bounding box to the smallest collision boundary for the voxels
Rotate X
Rotate Y
Rotate Z
Flip X
Flip Y
Flip Z
Mirror X Toggle on and off a line of symmetry at the center of the X axis for mirrored editing.
Mirror Y
Mirror Z
X Width
Y Width Set the number of voxels in Y dimension by typing a value or clicking elsewhere.
Z Width Set the number of voxels in Z dimension by typing a value or clicking elsewhere.
Voxel Edges
Quad Edges Outline quad divisions of voxels in the model.
Nice Edges Outline all 90 degree edges of voxels in the model.
Hide Edges
Reset View (F) Focus the camera to the default start position.