Asmodeus LoungeHow-tos, documentation, images, and video tutorials for importing assets into Dungeon Alchemist from Blender correctly.
Modeling

Polygon modeling fundamentals

Learn how to construct meshes from primitives using extrusion, loop cuts, bevels and non-destructive modifiers.

Wireframe of a low-poly character head

Step-by-step

  1. 1

    Enter Edit Mode

    Select an object and press Tab. You can now manipulate vertices (1), edges (2) and faces (3). Press A to select all, Alt + A to deselect.
  2. 2

    Extrude geometry

    Select a face and press E to extrude. Move along an axis with X/Y/Z, type a numeric value, then press Enter. Use E + S to extrude and scale (great for window insets). Watch tutorial.
  3. 3

    Add loop cuts

    Ctrl + R hovers a preview loop. Scroll to add multiple cuts, click to confirm, then slide and click again to position. Loop cuts give you the extra resolution needed for clean deformation. Watch tutorial.
  4. 4

    Bevel edges

    Select edges and press Ctrl + B. Drag for width, scroll to add segments. Bevels create realistic, light-catching corners — almost no real object has perfectly sharp edges. Watch tutorial.
  5. 5

    Use modifiers

    Add a Subdivision Surface modifier for smooth high-poly results, or a Mirror modifier to model one side and mirror automatically. Modifiers are non-destructive — toggle them on and off freely. Watch tutorial.

Keyboard shortcuts

KeysAction
TabToggle Edit Mode
EExtrude selection
Ctrl + RLoop cut
Ctrl + BBevel edges
FFill (make face/edge)
Alt + MMerge vertices

Watch the tutorial

Pro tips

  • Keep your topology mostly quads — triangles and n-gons break subdivision smoothing.
  • Use Shift + Z to toggle wireframe and inspect interior geometry.
  • Apply scale (Ctrl + A → Scale) before adding modifiers like Bevel — uneven scale ruins their results.