Drawing Brushes
A brush is a game object with a Brush component. Its shape is either generated from a few parameters (a box, stairs, an arch, ...) or, once you edit its vertices, edges or faces, stored as an editable polygon mesh.
Drawing a Brush
- Activate the Brush tool with
B. The viewport shows the mode strip in its top left corner: Object, Vertex, Edge and Face. Drawing happens in Object mode. - Pick a shape in the Draw section of the Modeling panel. Picking a shape also switches the tool to Object mode.
- Hold
CTRLand drag on the grid to draw the brush's footprint. Release the mouse button, move the mouse up or down to choose the height, and click to finish.
The new brush is selected afterwards. If a material is selected in the asset browser, the brush gets it as its first material.
A new brush goes into a brush group when the current selection is that group or anything inside it. Since a new brush is selected once it is drawn, drawing several brushes in a row keeps them in the same group. The brush keeps the position and orientation it was drawn with.
Shapes
| Shape | Description |
|---|---|
| Box | A box between the six Size extents. |
| Ramp X, Ramp Y | A wedge rising along X or Y. |
| Column | A cylinder with Detail sides. |
| Stairs X, Stairs Y | Detail steps rising along X or Y. |
| Arch X, Arch Y | An arch spanning X or Y, Detail segments, Thickness thick. Curvature bends it. |
| Spiral | Spiral stairs with Detail steps sweeping Curvature degrees. |
| Sphere | A sphere (an ellipsoid for unequal sizes) with Detail segments around and half as many from pole to pole. |
| Cone | A cone with Detail sides, its base on the bottom of the box and its tip at the top centre. |
| Pyramid | A four-sided pyramid on the bottom of the box, its tip at the top centre. |
| Editable | Set automatically once you edit the brush's vertices, edges or faces. The mesh is stored with the brush. |
Only the properties the current shape uses are shown.
Properties
| Property | Description |
|---|---|
| Shape | The shape generator, see above. |
| Subtractive | Makes the brush a cutter. |
| Materials | The brush's material slots. Faces refer to a slot, see Texturing Brushes. |
| Color, Custom Data | Passed to the materials, as for other mesh components. |
| Size | The six extents from the object origin: negative and positive X, Y and Z, in metres. |
| Detail | Sides, steps or segments of the shape. |
| Curvature | How far an arch or spiral sweeps, in degrees. |
| Thickness | Wall thickness of arches, and of the walls created by Hollow. |
| Smoothing Angle | Edges between faces meeting at less than this angle are shaded smooth. 0 makes every edge hard. Faces can be marked as always hard, see Texturing Brushes. |
| Texture Lock | Keeps textures fixed to the surface while you move, rotate or scale the brush. |
| Generate Collision | The brush gets a static collision mesh. |
| Include In Navmesh | The brush is part of navmesh generation. |
| Use As Occluder | The brush occludes other objects for occlusion culling. |
| Merge On Export | The brush may be merged with other brushes of its group at export, see Export and Conversion. |
Brushes and brush groups have their own icons in the scene tree and in the viewport, so brush groups, which have no geometry of their own, are easy to find.