Kitsmith

The kit spec

The kit spec is the style bible for a project. Every job receives the full spec alongside its own input, so the spec is what makes a wall, a barrel and a character look like they came from the same game.

Changing the spec affects new jobs only. Existing assets keep the settings they were generated with. If you change something structural, such as the grid unit or wall height, regenerate the building pieces that need to fit together.

Name

Up to 80 characters. Used in the dashboard and as the root folder name in packages.

Art style

A free-text description of the look, from 3 to 600 characters. It is prepended to every generation prompt. Describe rendering and form, not subject matter:

stylized low-poly, hand-painted textures, chunky proportions, soft rim light

Good style text names the shading approach (hand-painted, PBR, flat, toon), the proportions (chunky, realistic, elongated), the level of detail and the mood of the lighting. Leave out setting words like “medieval”; put those in the individual asset prompts.

Palette

Between 2 and 12 hex colors. The palette steers concept generation, and props and equipment get a gentle palette pull after meshing. Six colors is a good default: two darks, two mid-tones, one accent and one light. The wizard includes presets such as Ember keep, Frost march, Neon alley, Meadow toy and Dust & rust.

Negatives

Up to 30 short terms the generator should avoid. The defaults are photorealistic, text, watermark and blurry. Add recurring problems here rather than in individual prompts, for example glowing runes or modern objects.

Grid unit

The edge length of one grid cell in meters (0.25 to 10). The default is 2 m, which suits third-person games and matches common modular kits. Use 1 m for tight interiors or top-down games, 4 m for large-scale strategy views. Building pieces come in widths of 1 or 2 grid units. See Modular grid conventions.

Wall height

Height of wall pieces in meters (0.5 to 20). The default is 3 m, which gives a comfortable doorway for a 1.8 m character. Keep it a multiple of your stair rise if you plan multi-floor buildings.

Poly budget

Target triangle counts per asset kind. Generated meshes are decimated to the budget. Pick a preset and adjust individual values if needed:

PresetPropEquipmentBuilding pieceCharacter
Mobile1,5001,2008007,000
PC8,0005,0003,00030,000
Hero25,00015,0008,00070,000

PC is the default and fits most indie PC and console games. Use mobile for phones, Switch-class hardware or scenes with hundreds of props on screen. Hero is for close-up showcase assets. Do not use it for a whole kit unless you plan to build your own LODs.

Texture size

512, 1024 or 2048 pixels per map. The default is 1024. Use 512 for mobile and small props, 2048 for hero assets and tileable surfaces that cover large areas. Each texture produces base color, normal, roughness, metallic, ambient occlusion and height maps where relevant, so memory scales quickly.

Texel density

Target pixels per meter of surface (16 to 4096). The default is 512 px/m. A consistent texel density is what stops a small crate from looking sharper than the wall behind it. Rough guide:

  • 256 px/m: mobile, top-down, or distant views.
  • 512 px/m: third-person PC games.
  • 1024 px/m: first-person games where the camera gets close to surfaces.

The measured density is reported per asset in review so you can spot outliers.

Skeleton

Fixed to kitsmith-humanoid-v1, which uses Mixamo bone names. Details in Characters & skeleton.

Engine

Unity, Unreal Engine, Godot or plain glTF. This sets the default for the Package kit output: folder layout, file formats and the README instructions. The assets themselves are always generated in meters with +Y up, so you can switch engines later and repackage. See Engine import.