Kitsmith

Kitsmith docs

Kitsmith generates game asset kits that belong together: modular building pieces on a grid, props, equipment with sockets, tileable textures and trim sheets, and rigged humanoid characters with outfits and animations. Every project keeps a style memory, so each new asset is conditioned on what you have already approved.

If you are new, start with Getting started. It takes about ten minutes of your time plus GPU time, and the 200 free credits you get on sign-up cover it.

All pages

  • Getting started — Sign up, lock a style, plan a kit, generate, review and download your first package.
  • The kit spec — Every field of the kit spec: grid, wall height, poly budgets, texture size, palette, negatives and engine.
  • Style memory — How pinned references, nearest-neighbour references and the style LoRA keep a kit coherent.
  • Modular grid conventions — Units, pivots, axes and piece types for building pieces, plus snapping settings per engine.
  • Characters & skeleton — The kitsmith-humanoid-v1 skeleton, body sliders, outfits, equipment sockets and animations.
  • Engine import: Unity, Unreal, Godot — Step-by-step import into Unity, Unreal Engine and Godot 4, and what is inside a kit package.
  • Licensing & AI disclosure — Who owns the output, which models the pipeline uses, and ready-to-paste AI disclosure text.
  • Credits & pricing — What each job costs, the sign-up grant, refunds and plans.
  • API & FAQ — How the GPU workers and job queue work, file formats, retention, limits and other common questions.

Conventions used in these docs

  • Units are meters unless stated otherwise. Exported files are +Y up (glTF convention).
  • “Kit” and “project” mean the same thing: one kit spec, one style memory, and the set of assets generated under it.
  • Credit costs quoted here match what the app charges at the time of writing.