DEVA

Demolisher

Stop modelling damage. Describe it.

Damage authoring for game environments. Cracks, chips and impacts are authored in a browser, applied to real level geometry in the editor, and never baked in — so when the art director wants it deeper, you change it instead of doing it again.

In development — Alpha Forge is free and shipping today

The problem

Damage is slow, and then it is permanent

An artist models a chipped corner in a DCC, bakes it, imports it — and if the art director wants it deeper, they do it again. Damage decals help, but somebody still has to author the alphas, and a projected decal box does not follow curved geometry.

Demolisher does both halves. Alpha Forge makes the damage art from a description. Demolisher applies it to real level geometry inside the editor, conforming to whatever it lands on, and records every step so it can be changed rather than redone.

A damaged concrete prop in a lit scene — before and after

The loop

Describe it in the browser, place it in the engine

Two tools, one handoff. Everything left of the arrow happens in a browser tab with no account and no upload; everything right of it happens inside the Unreal editor.

The Demolisher workflow Two lanes. In the browser, using Alpha Forge, which is free: describe the damage, then generate it or upload your own height map, then tune it against a live 3D preview, then press Send to project. That hands off to the Demolisher plugin in Unreal Engine 5.8, where the alpha imports itself, the artist aims it on the prop, and applies it. The engine lane does nothing until the handoff arrives. Alpha Forge BROWSER · FREE Demolisher UNREAL ENGINE 5.8 describe the damage generate, or upload your own tune against a live 3D preview Send to project nothing to do here until the handoff it imports itself aim it on the prop click. apply. done.

The artist's only clicks on the engine side are place and apply — no import dialog, no texture settings, no script.

Send to project in the browser, straight through to the tile in the engine — no cuts, because there are none

Alpha Forge Shipping

The free front door

Free, no account, and nothing leaves the machine — every image, blur, distance field and PNG is computed in your own browser. There is no backend to be busy and no queue.

Two ways in

Generate from a description, or upload a height map you already have and skip the API entirely.

Per-type design

Bullet, sledgehammer, crazing, dry mud, ice, chipped edge, scratches, erosion — each with its own prompt, not one crack generator wearing labels.

Reference image

Drop a photo to guide shape and density. Colour and lighting are explicitly ignored.

Live 3D preview

Plane, sphere or box, updating as you drag, with masks tinted so you can see which covers what.

Channel packing

Height, Mask and Cavity into one texture, plus a normal map. Engine-ready, not a folder of greyscales.

Edge fade

Kills the faint rectangular frame generative models leave behind. Baked into the export, not just the preview.

Second layer

Damage that exposes aggregate, brickwork, rusted metal or bare substrate underneath.

Export

A zip with the packed textures, the source, a thumbnail and a manifest of every setting used.

The 3D preview, the channel strip, and the mask tints

The plugin

Applied to real geometry, and still editable

Damage decals Shipping

The main workflow. A patch is generated and raycast onto the surface, so it conforms to curvature and clips at the silhouette instead of floating in a projection box.

Placement is WYSIWYG: the real alpha projects onto the prop under your cursor, live, before anything is committed. Ctrl+Wheel scales, Alt+Wheel rotates. Flat or parallax, chosen per application.

Parallax depth is driven by the plugin; the material itself is authored in your project.

The alpha projected on the prop under the cursor, mid-aim

The recipe Shipping

The one that matters. Every applied operation is recorded on the actor with the settings the artist actually chose. A reopened asset says "Bullet impact, Severity 0.42" — not a wall of parameters.

Damage stacks: apply, pick another alpha, apply again, each its own entry on one actor. Every decal stays editable — colour, depth and roughness tune on one decal without touching the stamp or the twenty others placed from it. The recipe survives baking to a static mesh.

One actor, several decals, the recipe visible in Details

The stamp library Shipping

Thumbnails are drawn from each alpha, so the content browser is the library. Category tags across Kind, Surface and Scale.

Validation reports what is wrong up front, rather than letting you find out by getting nothing.

A wall of alpha thumbnails — the library at scale

Boolean cutting Shipping

Subtract, union or intersect up to four cutters from a static mesh. The source asset is never written.

Cut faces carry their own material ID, which drives the UV, vertex-colour and normal passes downstream.

Crack networks Shipping

Cracks grown by a surface walker — three generations, branching, T-junction termination, cut in as real geometry.

Two styles: sharp radial for glass, wandering for stress. Exports as tagged splines for PCG.

Curvature masks Shipping

Per-vertex curvature baked into vertex colours, with auto-levels, gain, gamma and smoothing.

The wear mask a material needs — for free, straight from the geometry.

Edge chipping Rework

Convex-edge detection and chip scatter along corners. Works today, being rebuilt around edge runs rather than scattered points.

The rework buys precision and collapses roughly twenty-five controls into a preset and two sliders.

The two tiers

The free half is genuinely useful on its own

What you get with Alpha Forge alone, and what Demolisher adds
Compared Alpha Forge alone With Demolisher
Price Free Paid plugin
Export Zip download Send to project
Getting it in-engine Unzip, copy, run a script It appears in the gallery
Applying it Your own decal setup Conforming patches, stacking, recipe

Alpha Forge is genuinely useful on its own. A height map and a normal map are ordinary textures — take them anywhere. That is the point: it is the free front door, not a crippled demo.

Roadmap

What comes next

And then: more engines

Unity and Godot follow once the UE5 plugin is finished. This is not aspirational. Alpha Forge already writes into a Unity project's Assets/Demolisher/Alphas and a Godot project's demolisher/alphas today, and works out which engine a folder belongs to on its own.

The art side is engine-agnostic by design: what it produces are ordinary textures with a documented channel layout. What each engine needs is its own applicator — the part that projects a patch onto level geometry and records the recipe. That is the work, and it starts once Unreal is done rather than being spread across three engines half-finished.

Unreal first. Unity and Godot next — the art side already speaks all three.

Specifics

The facts

  • EngineUnreal Engine 5.8
  • Built onGeometry Script, GeometryCore and the Interactive Tools Framework
  • Source assetsNever written. Every operation works on a copy
  • BakingResults bake to ordinary static meshes when you want them to
  • Alpha ForgeRuns in any modern browser. Send to project needs a Chromium-based one — Chrome, Edge, Brave or Opera
  • PrivacyNo account, no telemetry, and none of your art is uploaded