Modeling & Sculpting
Renzora has a built-in mesh editor: press Tab with a mesh entity selected and the viewport switches from Scene mode to Edit mode, where you work on the mesh's vertices, edges, and faces directly — Blender-style. A separate Sculpt mode deforms the surface with brushes. Any entity with a mesh can be edited: primitives (cube, plane, sphere, …) and imported models alike.
Edits are saved with the scene. When a scene loads, edited geometry wins over the original primitive or model source, so your changes survive reloads and ship with the exported game.
Entering and leaving Edit mode
- Select a mesh entity in the viewport or hierarchy, then press Tab (rebindable in Settings → Shortcuts under Modeling).
- Press Tab again to return to Scene mode. Edits bake back into the mesh automatically.
- The status bar shows Edit Mode / Sculpt Mode while active, and the viewport header's mode dropdown mirrors it.
- The Modeling panel (category 3D) holds the tool buttons, settings, and a shortcut cheatsheet.
While in Edit mode, clicking empty space releases the current mesh so you can click a different entity to edit it without leaving the mode.
Selection
| Input | Action |
|---|---|
1 / 2 / 3 | Vertex / Edge / Face select mode (selection converts across modes) |
| Click | Select element under cursor |
| Shift+Click | Add / remove from selection |
| Alt+Click (edge mode) | Select the whole edge loop |
A | Select all / deselect all |
Modeling tools
| Input | Tool |
|---|---|
G | Grab — move the selection on the view plane. Tap X/Y/Z to lock an axis (tap again to release). LMB commits, Esc/RMB cancels. |
E | Extrude the selection (verts → wire, edges → quad strips, faces → region with side walls) and immediately grab it along the face normal. |
Ctrl+R | Loop cut — a preview loop follows the edge ring under the cursor; scroll to add up to 16 cuts; LMB commits, Esc/RMB cancels. |
I | Inset the selected faces (amount set in the Modeling panel). |
X / Del | Delete the selection (verts cascade to faces; edges take their faces; faces go alone). |
Ctrl+X | Dissolve — remove edges/verts while healing the surrounding faces. |
M | Merge the selected verts at their center. |
Panel-only operations (Modeling panel → Operations):
- Subdivide — splits every selected face; triangles become 4 triangles, quads and n-gons become a fan of quads around a center vertex.
- Merge by Distance — welds all vertices closer than Weld Dist (remove doubles).
- Bisect X/Y/Z — cuts the whole mesh along the chosen local axis plane through the origin and selects the cut loop.
- Mirror X/Y/Z — symmetrize: keep the positive side, mirror it to the negative side, weld the seam.
- Array — duplicate the mesh Array Count times along Array Offset (relative to the mesh bounds, or absolute), welding touching copies.
X Symmetry
Toggle X Symmetry in the Modeling panel and grab edits mirror onto the matching vertices across the local X plane (the mesh must be symmetric for partners to be found). The same toggle mirrors sculpt brushes.
Join (Scene mode)
With several mesh entities selected in Scene mode, Ctrl+J joins them into the first-selected entity: geometry is transformed into its local space and appended, and the other entities are removed. Joining is not undoable.
Sculpt mode
Pick Sculpt in the viewport header's mode dropdown (or the Modeling panel). Tab exits back to Scene mode.
| Brush | Effect |
|---|---|
| Draw | Pushes the surface out along the average normal (Ctrl: in) |
| Smooth | Relaxes vertices toward their neighbours' average |
| Grab | Drags the region under the cursor rigidly with the mouse |
| Inflate | Moves each vertex along its own normal — puffs volume |
| Flatten | Pulls vertices onto the average plane under the brush |
| Pinch | Pulls vertices toward the brush center (Ctrl: pushes apart) |
| Input | Action |
|---|---|
| LMB drag | Apply brush stroke |
Ctrl | Invert the brush |
Shift | Temporary Smooth |
[ / ] | Shrink / grow the brush radius |
Radius and strength are also on the Modeling panel. Normals recompute live during the stroke, and each stroke is one undo step.
Undo
Every modeling operation and every committed grab/stroke records to the
scene undo stack — Ctrl+Z / Ctrl+Y work as usual while editing.
Limitations
- Meshes must be indexed triangle lists to enter Edit mode (all primitives and standard imports are). Coincident vertices are welded on entry and coplanar triangle pairs are shown as quads.
- Edits to the children of glTF model instances don't persist across scene loads — the model re-instantiates from its source file. Editing works, but save-persistence currently covers primitives, flattened imports, and joined meshes.
- Dissolve on faces, bevel, and a free-form knife are not implemented yet; Bisect covers planar cuts.
- Materials, UVs and normals are carried through edits; UVs of newly created geometry are interpolated from the source vertices, so heavily extended meshes may need external UV work.