It's worth remembering that although I frame some of these things as 'tips' - a lot of things especially regarding the UI are subject to change before official release, so although you will no doubt still be able to do all the cool stuff I suggest in this video, the exact HOWs of doing it may not be the exact same come release. In any case - let me know below if you have any questions about Kitbashing and I'll endeavour to answer it in the next video! EDIT - as a small sidenote, this part at 10:37 is not currently 100% true. There is a cap currently to how many items can be spawned in, but that may also be subject to change.
What i think would make kitbashing WAAAAY easier, would be an option to spawn items in a place that they would normally go, for example, after selecting the viking clothes that you demonstrated, it would automatically spawn in your character instead of being on the ground, so it would basically be overlapping the one that is currently on the character, that would mean it is already perfectly aligned with the pose of the character, and you would still be able to shrink, stretch or do anything without having to worry about putting it in the perfect spot.
@@vampire_juicebox I'm the one who makes all the hero forge models for our party and I plan on trying to redo all of them for the players once kitbash is out. Especially our bugbear monk since I think I can make his big mane and beard so much nicer!
I’m sure you got the message by now but it comes out for pros on September 9th. So in just around a month we all get to make the funkiest minis. The contests will go crazy!
I believe the red lines with arrows are just called axis value or axis direction. It's basically determining where an object is in 3d space with X,Y and Z values.
Honestly as far as I've gathered thus far this is already partially the case. When you snap a piece of clothing, it does adjust somewhat to the model. You can see the split-second shift here at 7:10 how the chest adjusts, but from my experience it is not exact enough for the chest to perfectly fit just from that
Or make it possible to snap individual joints to other joints, e.g. snapping the end of the sleeve to the elbow joint, or even snapping to the shoulder joint to make the sleeve looks like it is rolled up to the shoulder.
Knowing that you are able to snap it to specific body parts makes me SO EXCITED for kitbashing!!! That’s my main issue with projected decals is that I can’t move the mini’s once I set the decals!
I believe what you want to do with the weapons is a stretch goal that wasn't reached during the kickstarter ("weapon forge") but since we have the "layered clothing" feature (which was another unreached goal), we might still get it some time in the future 🤔
The system looks pretty insane as it is right now, but I hope we can add directly more heads or just floating eyes. Or any body parts for that matter! It's very specific, but I'm sure it can be easily done. Excellent video presenting the possibilities of kitbashing though, thank you so much for making it! (I say that because I needed one huge eyeball once, and the eye paints just work for actual eyes)
I think the best thing they can do to improve clothing, is to have a quick option to automatically snap clothing, scale and position it based off how it would be if it were selected as clothing. If I want to have chainmail peaking out under a shirt, a fast track to that starting off point would be amazing
The thing is, some of us will still need double model As the anti-clip measures get more and more ridiculous, non-pro users will suffer more and more with neck items
Yeah I still truly believe Heroforge desperately needs a tickable option for items that change shape to not clip. Gloves, boots and scarfs are all horrible in this regard
I love how much of a skill equaliser this is for people who can't do all these insane posing and glitches. Wonder though how big the skill ceiling will be. Will be see the super pros just start with a naked character then build literally everything else to create some top tier insane models? God I hope so, seeing what people do with this will be crazy
The thing i've been considering the most with this. Is good chain mail finally, because the only good chain is on the challenger plate and its sorta hidden under the chest itself. so i can finally use it to my dreams content.
Regarding the rotation controls at 1:52 literally all they have to do to make that good is add in different gimbals like the one for rotating kitbashed decals. It would require separate buttons but it would be leagues better than that single, janky gimbal.
One of the things I look forward to the most, is being able to make flaming lich eyes. Also, posing is honestly one of the biggest things I look forward too. I hate the posing limitations of base Hero Forge.
That first issue with the clothing is likely going to be solved rather quickly. I'm not gonna sit here and pretend I know anything about the back end of HF, but like... All we need is a "Snap to pose" function, that snaps a piece of clothing to be wherever it would usually spawn on a character.
My best guess with very basic 3D modeling is the origin for the models is what makes the movement tools a little wonky. Its easy to see during the part where you were messing with the shoulder plates. The red movement boxes were way down by the feet (I assume this is because the upper torso's pivot point is around there as well because the legs are the anchor point for every model since they need a solid place to print from and we only ever had preset poses for legs), so having it default to the center of mass for the model in kit bash would help but then that would probably mess up the linking.
You are Heroforge god! I love your videos and they are so informative and helpful! I can't wait until i have access to this. I will for sure be redoing all my chars.
I've learned so much from your videos, Derf - including the bits about clipping additional arms, tails etc through bodies to position things - and I find it really hard, frustrating and finicky. All the time I was putting using a tail to position a pouch on a body in such a way that it looked like a pocket on the garment - and swearing frequently in the process - I was thinking "kitbashing's going to make this task so much easier for someone inexperienced like me." It's definitely going to make positioning extra items a lot easier for n00bs like me. The ability to grab a pouch, resize it, lock it to the body part, move it so that the front and the flap only just protrudes from the shirt/jacket/vest/trousers/whatever in the right place and at the right angle, and then colour it up... is going to be so much less hassle than mucking about for over an hour getting a tail or an extra hand to position that pouch.
I mostly use HF as character references for my sketches, but the forge is fairly limited when it comes to picky little details I love adding to my characters. So kitbashing is going to be an absolute godsend.
Hope seeing more stuff like this shows we're getting closer to an open beta. Wonder if a slider to make the base model or the selected kitbash part have lower opacity? Make putting it on a model easier without having to take it out to repose. Haven't played with kitbashing (god I hope it's soon, I'll buy pro just for kitbashing) so it could be useless lol
How about importing an existing Kitbashed Character into another character and their base?. So 2 characters. Does the snapping hold. I often creat animals for familiars and after double body to add extra wings it doesn’t import anything but the base model and some mods. No double model with added features like extra wings or limbs.
What would be a great idea is if you had option to snap joints of similar items to same joints and have them take on same settings. So. you could snap kitbash pants to same positions as current pants wearing or to leg joints and they would automatically take on same charcteristics. So you don't have to spend a lot of time trying to line up parts. You could so that with weapons as well like point where weapons have similar characteristics like the intersection of blade and hand guard.
Alright, now I need to ask the REAL question: can you modify the scale values of handheld items like swords/axes etc? Can you individually manipulate the size of the hilt, guard, blade, all of that?
No and yes! Yes and no? You can't modify the scale of a normal Gear item smacked onto a character (Though it does increase if you scale up the hand that's holding it) - but if you wanna scale up JUST the weapon, you can spawn it in via kitbashing, carefully pose it into a hand, and then scale it up (rather than using normal Gear). As for scaling up individual parts of weapons - I'm uncertain. I do address that in the video regarding the Exec sword. Some items have several editable joints and some don't - and that may also change before release
@@Derfholm Interesting… thanks for telling! I’m at work so I haven’t watched yet and needed to voice my biggest question lmao. I guess this means weapon stacking is the go-to now, not that I’m complaining.
I'm really happy this is gonna be a thing, but sucks to see that it might not be the key to Weapon Forge. I've been wanting to do gunblades, they added those bladed guns, which are cool, but obviously guns and swords can't mesh because of how they're held. i do see some practicality out of it though, something as basic as a light/beam saber may be possible now.
I think it would be nice if once the kitbash is snapped into place that it will automatically pose according to the snapped body part. Of course this will only work if for torso to torso not arm to torso
On second thought it actually make sense stuff like weapons can be customized only as a whole unit. I obviously not an expert, nor I know the work behind it, but it looks like KB basically allows the users to interact with the joint point that previously were only at disposal of the AI of HF. Elements like clothing and body parts ALREADY had jointpoints because they were supposed to adapt to different default poses and to the advanced posing done by the users, or to interact with other cloths, etc. Weapons, on the other hand are never supposed to change shape in HF, they just need to be hold on the different assigned slots (hands, hips, back, etc). So by the logic of “we're allowing you to move what was already here” it make sense they didn't go and chenge their sord istance. They should probably add manually all the jointpoint the every single gear item, which would be an huuuge amount of additional work. This…or I simply don't know hoe this stuff work :P
Does the import feature work with kitbashing? My theory crafting idea with posing would be to make a generic t-pose that is always absolute and would be used for snapping and reposing clothing items cleanly on your figure (you dont have to worry about twisting arms or bendy knees) and then port the model onto whatever project youre working on? I'd have to get my hands on kitbashing to test it out, but thats an idea that you can maybe run with since you understand kitbashing a lot better than I do lol
Does the “duplicate KBashed item” feature allows you to also mirror it? Example, I add and edit a wing to the side on an helmet, and now I need another one to the other side. Can I duplicate it and then mirror it or I have to add a new “left” wing?
I know you said that the swords don't have options to transform or position specific parts of the item, but do the weapons like flails and whips have any additional manipulation options with kit-bashing? Is it possible to repose the flail in your example model using the system?
Yo derf what you might wanna try is if you can drag the items around in the kitbashing menu and snap them onto something without having to repose the item kinda like moving a layer around in an art program by dragging it into the folder tab that gets made when you snap onto something I don't have access but its an idea I had that should be part of it if its not
I know you haven't done any of the making a unique race models in a while, but if you ever continue those I would love to see you try to make ape/monkey models. Maybe a Wukong type monkey person but also orangutans, chimps, gorillas ect.
Serious question Derf: With what you've shown with kitbashing, will we need to model stack still or do you think this outright solves the issue of needing to do so when making more complex minis?
I think there may still be some niche uses for double model, especially if you plan on hitting the Kitbashing item-cap without layering anything - but largely, with access to Kitbashing I can't see myself using Double Model for anything but the most extreme characters
@@Derfholm Ok thanks for confirming for me. I was thinking so since most of the time with my double model stacking I'm only doing it to add a small feature or two to the mini but wasn't sure.
My only real issue with this being exclusive to Pro is I feel like it takes a lot of fiddling to understand and get used to. It doesn't really feel.. user friendly enough atm? Which I feel personally would mean you'd waste a lot of time fiddling with it to try and get used to it and waste money as you're trying.
I would like to have you, please contact me in regards to perfecting the SNAPPING issue, and saving it. I have tried to contact the admins on HF, as well as seen every video you have and even others, However, with all the work I have done thru Kit Bashing, I do not want to lose the final model due to not getting the snapping, also, having to learn how to use the horns issues too. Thank you for your informative videos and instructions, Also, do you think they will ever include the decals and the like with in the Kit bashing too?
I am currently playing a male gorgon, hoping this tool can either make it possible for me to do the snake hair, or make it so someone more talented than I can make snake hair. LOL
Yea… kinda takes away from the potential for MORE people to be able to make and (potentially) purchase models… when you have to Pay to Play, to get a lot of the extra options… just to make Another payment to buy it.
@@EmmettF.W. bright side tho atleast it ain’t expensive as hell like 50 dollars. I mean sure technically it’s sort of 50 dollars if you renew the proscription 5 times or so but end of the day it’s Just 4 dollars. seems fine enough. Besides having kitbashing to begin with pro or not is great anyways.
It's worth remembering that although I frame some of these things as 'tips' - a lot of things especially regarding the UI are subject to change before official release, so although you will no doubt still be able to do all the cool stuff I suggest in this video, the exact HOWs of doing it may not be the exact same come release.
In any case - let me know below if you have any questions about Kitbashing and I'll endeavour to answer it in the next video!
EDIT - as a small sidenote, this part at 10:37 is not currently 100% true. There is a cap currently to how many items can be spawned in, but that may also be subject to change.
Is it possible to snap an item to multiple locations? Could you snap a sleeve to the arm?
Might help with clothing troubles...
@@lukenator115 Good question! Haven't tried, will do so!
The community is not gonna see the sun for weeks
Just weeks?
I'm planning on taking time off from work already once I see it out.
😂👍🏻
Yeah, this is going to be a game changer.
Day's even! 😃
What i think would make kitbashing WAAAAY easier, would be an option to spawn items in a place that they would normally go, for example, after selecting the viking clothes that you demonstrated, it would automatically spawn in your character instead of being on the ground, so it would basically be overlapping the one that is currently on the character, that would mean it is already perfectly aligned with the pose of the character, and you would still be able to shrink, stretch or do anything without having to worry about putting it in the perfect spot.
Totally agree, many of these stuff can be hard to master for small lil figurines lmao
100%, after only one day in the released alpha im tired of my first 5 minutes of positioning each asset just being getting it TO the mini
Kitbashing is going to turn this into full on Spore without the complexity limits. I'm so excited.
What's next? Parkaboy style creations?
Honestly I'm just excited at the prospect of NO MORE GIANT POOFY BELTS AND SKIRTS/WAISTCOATS
I always get reminded of the "Puffy Shirt" episode of Seinfeld whenever I go to the under torso options lol.
RIP double models. You won’t be missed
I think we will just find other uses for double models frankly.
I use double model’s for super speed characters like Flash and Quicksilver to have that comic book look with the after-image
And tail posing, horn hair, arm stacking...
I remember my character be seen as bad for not being double modeled, besides make up and shading expertise I have lol
@@LouiseJan65they will still be used because kitbashing has a limit of 20
I need kitbash in my life sob sob I hope it releases soon
same. the hype is so real
@@vampire_juicebox I'm the one who makes all the hero forge models for our party and I plan on trying to redo all of them for the players once kitbash is out. Especially our bugbear monk since I think I can make his big mane and beard so much nicer!
I’m sure you got the message by now but it comes out for pros on September 9th. So in just around a month we all get to make the funkiest minis. The contests will go crazy!
@@dagon8764 yup and I'm HYPED
can't wait to say just a week away and actually mean it lol
I believe the red lines with arrows are just called axis value or axis direction. It's basically determining where an object is in 3d space with X,Y and Z values.
I think an option to snap clothing or objects to where it'd normally be if applied to the model could help with kitbashing clothes or weapons
Honestly as far as I've gathered thus far this is already partially the case. When you snap a piece of clothing, it does adjust somewhat to the model. You can see the split-second shift here at 7:10 how the chest adjusts, but from my experience it is not exact enough for the chest to perfectly fit just from that
Or make it possible to snap individual joints to other joints, e.g. snapping the end of the sleeve to the elbow joint, or even snapping to the shoulder joint to make the sleeve looks like it is rolled up to the shoulder.
Looks like we’re finally getting an updated Spore Creature Creator gentlemen.
Knowing that you are able to snap it to specific body parts makes me SO EXCITED for kitbashing!!! That’s my main issue with projected decals is that I can’t move the mini’s once I set the decals!
I believe what you want to do with the weapons is a stretch goal that wasn't reached during the kickstarter ("weapon forge") but since we have the "layered clothing" feature (which was another unreached goal), we might still get it some time in the future 🤔
The system looks pretty insane as it is right now, but I hope we can add directly more heads or just floating eyes. Or any body parts for that matter! It's very specific, but I'm sure it can be easily done.
Excellent video presenting the possibilities of kitbashing though, thank you so much for making it!
(I say that because I needed one huge eyeball once, and the eye paints just work for actual eyes)
i think a "copy model pose" button or something like that for the chest and leg pieces would solve a lot of the issues with using them in kitbash
I think the best thing they can do to improve clothing, is to have a quick option to automatically snap clothing, scale and position it based off how it would be if it were selected as clothing. If I want to have chainmail peaking out under a shirt, a fast track to that starting off point would be amazing
The thing is, some of us will still need double model
As the anti-clip measures get more and more ridiculous, non-pro users will suffer more and more with neck items
Yeah I still truly believe Heroforge desperately needs a tickable option for items that change shape to not clip. Gloves, boots and scarfs are all horrible in this regard
I can't wait for this to come out for the rest of us pro users i have so many ideas i could use this for im so exited
When Kitbashing comes out I will get PRO just so that I can give my miniatures cursed guns
I love how much of a skill equaliser this is for people who can't do all these insane posing and glitches. Wonder though how big the skill ceiling will be.
Will be see the super pros just start with a naked character then build literally everything else to create some top tier insane models? God I hope so, seeing what people do with this will be crazy
unless the shirt spawns snapped to the chest heroforge can never convince me to use this. cool but so clunky
The thing i've been considering the most with this. Is good chain mail finally, because the only good chain is on the challenger plate and its sorta hidden under the chest itself. so i can finally use it to my dreams content.
Regarding the rotation controls at 1:52 literally all they have to do to make that good is add in different gimbals like the one for rotating kitbashed decals. It would require separate buttons but it would be leagues better than that single, janky gimbal.
One of the things I look forward to the most, is being able to make flaming lich eyes. Also, posing is honestly one of the biggest things I look forward too. I hate the posing limitations of base Hero Forge.
That first issue with the clothing is likely going to be solved rather quickly. I'm not gonna sit here and pretend I know anything about the back end of HF, but like... All we need is a "Snap to pose" function, that snaps a piece of clothing to be wherever it would usually spawn on a character.
Or that snaps joints on the item to joints on the character.
That hat stack at the end is glorious.
My best guess with very basic 3D modeling is the origin for the models is what makes the movement tools a little wonky. Its easy to see during the part where you were messing with the shoulder plates. The red movement boxes were way down by the feet (I assume this is because the upper torso's pivot point is around there as well because the legs are the anchor point for every model since they need a solid place to print from and we only ever had preset poses for legs), so having it default to the center of mass for the model in kit bash would help but then that would probably mess up the linking.
You are Heroforge god! I love your videos and they are so informative and helpful! I can't wait until i have access to this. I will for sure be redoing all my chars.
thankyouthankyou
I've learned so much from your videos, Derf - including the bits about clipping additional arms, tails etc through bodies to position things - and I find it really hard, frustrating and finicky. All the time I was putting using a tail to position a pouch on a body in such a way that it looked like a pocket on the garment - and swearing frequently in the process - I was thinking "kitbashing's going to make this task so much easier for someone inexperienced like me."
It's definitely going to make positioning extra items a lot easier for n00bs like me.
The ability to grab a pouch, resize it, lock it to the body part, move it so that the front and the flap only just protrudes from the shirt/jacket/vest/trousers/whatever in the right place and at the right angle, and then colour it up... is going to be so much less hassle than mucking about for over an hour getting a tail or an extra hand to position that pouch.
This would be great, especially when you get into more toony models
finally thanks for these great tips
w derf video as always
I mostly use HF as character references for my sketches, but the forge is fairly limited when it comes to picky little details I love adding to my characters. So kitbashing is going to be an absolute godsend.
Hope seeing more stuff like this shows we're getting closer to an open beta.
Wonder if a slider to make the base model or the selected kitbash part have lower opacity? Make putting it on a model easier without having to take it out to repose. Haven't played with kitbashing (god I hope it's soon, I'll buy pro just for kitbashing) so it could be useless lol
Another derf upload, W
He's back at it again!!
How about importing an existing Kitbashed Character into another character and their base?. So 2 characters. Does the snapping hold. I often creat animals for familiars and after double body to add extra wings it doesn’t import anything but the base model and some mods. No double model with added features like extra wings or limbs.
Just in time for my coffee
What would be a great idea is if you had option to snap joints of similar items to same joints and have them take on same settings. So. you could snap kitbash pants to same positions as current pants wearing or to leg joints and they would automatically take on same charcteristics. So you don't have to spend a lot of time trying to line up parts. You could so that with weapons as well like point where weapons have similar characteristics like the intersection of blade and hand guard.
Awesome! I can't wait for this to drop
Finally my dwarf lord will be legendary
Interesting. Hoep it comes out soon! Keep up the dope content :)
Man, the Dragonborn War will go CRAZY when this comes out.
Alright, now I need to ask the REAL question: can you modify the scale values of handheld items like swords/axes etc? Can you individually manipulate the size of the hilt, guard, blade, all of that?
No and yes! Yes and no?
You can't modify the scale of a normal Gear item smacked onto a character (Though it does increase if you scale up the hand that's holding it) - but if you wanna scale up JUST the weapon, you can spawn it in via kitbashing, carefully pose it into a hand, and then scale it up (rather than using normal Gear).
As for scaling up individual parts of weapons - I'm uncertain. I do address that in the video regarding the Exec sword. Some items have several editable joints and some don't - and that may also change before release
@@Derfholm Interesting… thanks for telling! I’m at work so I haven’t watched yet and needed to voice my biggest question lmao.
I guess this means weapon stacking is the go-to now, not that I’m complaining.
But kitbash WHEN?! 🤤
Your tutorial is better than the heroforge ones. Snapping can still be a little confusing. Going slower might help. I think I figured it out.
I'm really happy this is gonna be a thing, but sucks to see that it might not be the key to Weapon Forge. I've been wanting to do gunblades, they added those bladed guns, which are cool, but obviously guns and swords can't mesh because of how they're held.
i do see some practicality out of it though, something as basic as a light/beam saber may be possible now.
I think it would be nice if once the kitbash is snapped into place that it will automatically pose according to the snapped body part. Of course this will only work if for torso to torso not arm to torso
I just wanna add stuff to backpacks, hips, wrists and shins to make the gear look more personalized
What do you guys think you're gonna make first when KB comes out? I wanna make as many eldritch abominations as possible
Hopefully Star Wars droids and aliens if the item limit is generous enough.
Batman, Spider-Man, Mysterio, basically every single comic book character I’ve previously made.
@@CBKwldge I'll be making superheroes too
Cant wait to see next d&d model video
On second thought it actually make sense stuff like weapons can be customized only as a whole unit. I obviously not an expert, nor I know the work behind it, but it looks like KB basically allows the users to interact with the joint point that previously were only at disposal of the AI of HF. Elements like clothing and body parts ALREADY had jointpoints because they were supposed to adapt to different default poses and to the advanced posing done by the users, or to interact with other cloths, etc.
Weapons, on the other hand are never supposed to change shape in HF, they just need to be hold on the different assigned slots (hands, hips, back, etc).
So by the logic of “we're allowing you to move what was already here” it make sense they didn't go and chenge their sord istance. They should probably add manually all the jointpoint the every single gear item, which would be an huuuge amount of additional work.
This…or I simply don't know hoe this stuff work :P
Interesting take tbh, you might well be right
I know they said specifically they'll be splittinging sword hilts and blades so you can make your own swords
T pose you model when makeing your base character so it won't be awkward when poseibg later...thats my opinion on the snap feature
Is the Kitbashing feature not yet available? I have the PRO subscription but kitbashing is nowhere to be seen.
It's currently in Closed Beta still! But if you have a Pro sub you will get access to it when it becomes available
Apparently paying them every month only gets us *some* early access features. Some bullshit, just cause I'm not a content creator..
I told my friends I was taking a break from making models for our campaign because when kitbash is released I probably wont leave my desk for a month
Does the import feature work with kitbashing? My theory crafting idea with posing would be to make a generic t-pose that is always absolute and would be used for snapping and reposing clothing items cleanly on your figure (you dont have to worry about twisting arms or bendy knees) and then port the model onto whatever project youre working on? I'd have to get my hands on kitbashing to test it out, but thats an idea that you can maybe run with since you understand kitbashing a lot better than I do lol
Does the “duplicate KBashed item” feature allows you to also mirror it? Example, I add and edit a wing to the side on an helmet, and now I need another one to the other side. Can I duplicate it and then mirror it or I have to add a new “left” wing?
Are these still solid meshes if they were 3d printed?
I know you said that the swords don't have options to transform or position specific parts of the item, but do the weapons like flails and whips have any additional manipulation options with kit-bashing? Is it possible to repose the flail in your example model using the system?
Hmmm... You have literal "happy merchant" model. OK then...
Yo derf what you might wanna try is if you can drag the items around in the kitbashing menu and snap them onto something without having to repose the item kinda like moving a layer around in an art program by dragging it into the folder tab that gets made when you snap onto something I don't have access but its an idea I had that should be part of it if its not
I'll look into it!
I know you haven't done any of the making a unique race models in a while, but if you ever continue those I would love to see you try to make ape/monkey models. Maybe a Wukong type monkey person but also orangutans, chimps, gorillas ect.
Are mounts able to be posed for example could you scale the boar head from the mount to the size of a human head?
Do we know when this comes out????
now they just gotta release it lol
How detailed are the options for the octopus and squid and other animals?
How do decals work with kitbashed items? Do you still have the default options for hair, patterns etc.?
Thanks for the great videos!
Hey derf I was wondering would you post a video about your d&d party what they would have looked like
Serious question Derf: With what you've shown with kitbashing, will we need to model stack still or do you think this outright solves the issue of needing to do so when making more complex minis?
I think there may still be some niche uses for double model, especially if you plan on hitting the Kitbashing item-cap without layering anything - but largely, with access to Kitbashing I can't see myself using Double Model for anything but the most extreme characters
@@Derfholm Ok thanks for confirming for me. I was thinking so since most of the time with my double model stacking I'm only doing it to add a small feature or two to the mini but wasn't sure.
Is it possible to make more proportionate minis? Tired of the heads being too big for the body.
I have pro but the option is not available?
Let’s goooooooo
When do you expect this to be released to the general public/do you think it will ever be available to non pro subscribers?
Well they didn't for decal bashing but i am hopeful as it would make actually buying/printing way more possible
anyone know what all the music derf uses in his videos?
The Era Of Double Models Is Over 🔥🔥
when does this actually release?
also I hope the kitbash clothing can have the same sliders for positioning to make it easier to position
How do you snap into place? Every time I click the snap nothing happens.
Any idea if bases can be used as KB items?
is there a software or is it only on the browser? my browser keeps crashing using it
My only real issue with this being exclusive to Pro is I feel like it takes a lot of fiddling to understand and get used to. It doesn't really feel.. user friendly enough atm? Which I feel personally would mean you'd waste a lot of time fiddling with it to try and get used to it and waste money as you're trying.
I would like to have you, please contact me in regards to perfecting the SNAPPING issue, and saving it. I have tried to contact the admins on HF, as well as seen every video you have and even others, However, with all the work I have done thru Kit Bashing, I do not want to lose the final model due to not getting the snapping, also, having to learn how to use the horns issues too. Thank you for your informative videos and instructions, Also, do you think they will ever include the decals and the like with in the Kit bashing too?
Does anyone know exactly how many people got the closed beta?
This wont be available on the free version, correct?
I am currently playing a male gorgon, hoping this tool can either make it possible for me to do the snake hair, or make it so someone more talented than I can make snake hair. LOL
Unfortunately, they limit kitbashing to 20 items as of 19SEP2024.....
This it's not going to be good for my job…
.....when will kitbashing come to everyone!!!!!
can you kitbash tails? like add them wherever?
Yep!
Ok wait, i have heroforge pro and all that but i dont see the option for kitbashing? Hiw do you get access to kitbashing?
He is a UA-camr
Obligatory comment, Question, opinions on Wojtek? (you can run but never hide)
sus
@Derfholm Wym sus, it's just a friendly Polish bear we created a cult around in your server, nothing odd about that
W content
... How the hell is this gonna translate to mobile...
Why? Why would you punish yourself to use hero forge on mobile? It’s so hard to color and adjust things on mobile.
I need this power
The pro: can literally make any piece of gear 10x better to add on other gear pieces.
The downside: pro ;-;
Yea… kinda takes away from the potential for MORE people to be able to make and (potentially) purchase models… when you have to Pay to Play, to get a lot of the extra options… just to make Another payment to buy it.
@@EmmettF.W. bright side tho atleast it ain’t expensive as hell like 50 dollars. I mean sure technically it’s sort of 50 dollars if you renew the proscription 5 times or so but end of the day it’s Just 4 dollars. seems fine enough. Besides having kitbashing to begin with pro or not is great anyways.
Welp, now I need pro xD
YES PLEASE!! Where i can find that option!!?????
It's not out yet.
I need it I need it I need it I need it
I don't have a kitbash option when I go onto heroforge?