Introducing BladeForge - What do you think?

Hi there! For the last couple of months, I’ve been working on a tool that allows you to create your own PBR weapon assets right inside Unity.

BladeForge is a tool to create your own swords, daggers or other melee weapons. The plugin will come with an assortment of weapon parts (blades, guards, hilts and pommels), all created with blender and substance painter.

Here are some quick videos showing how BladeForge works so far:

Asset Instantiation
weapon pieces can be picked from an “Assets” window and placed into the scene

Snapping
Weapon parts can snap together with the use of “sockets” which are actually just empty children inside each weapon part. The snapping works by seeing if any of the sockets are close to eachother

Asset Replacement
By overlapping two weapon parts that are of the same (say, two blades), you can replace a weapon part easily and quickly

Normal Map/Decal stamping (GIF not embedding correctly, so click the link below to view it)
This feature is similar to a lot of 3D apps out there like Zbrush, Substance Painter, Mudbox, etc. You use alphas (decals) to stamp the mesh, which will be baked into the normal map. The tool will come with an assortment of alphas.

The plugin has its own scene and has so far been tested in Unity 2017. BladeForge is not yet stable and is in alpha but I wanted to get some feedback from the community. What do you think? Is this something that is interesting for you? Any features you’d be interested in seeing? Any questions you have about it?

1 Like

Looks great, want to see how it progresses.
What are you thinking of pricing it at? Does it bake everything down to one mesh?

Pricing
Thanks! I’m thinking around $10-$15 for the price. Later down the line if I can get more features in, I might raise it to $20

Exporting
Currently, BladeForge can only export a prefab. I am planning to do FBX export and mesh combining too (bake down to one or two meshes).