NHUE Features

A whole creative toolbox inside Unity.

Night Hawk’s Ultimate Editor is being built as a large Unity editor suite: a dark, orange-accented workspace for 3D editing, terrain generation, image and texture work, resource and prefab editing, scene tools, avatar creation, and future media workflows.

The goal is simple: keep more of the game-development process inside one connected editor environment instead of forcing creators to jump between disconnected tools for every task.

3D Editor Surface Forge Height Maps Gradient Ramps TAM / AMG Terrain Package Image Editor 2 Resource Editor Scene Editor Avatar Editor
NHUE Showcase
NHUE 3D Editor silver sports car screenshot 3D Editor
NHUE Final Terrain Package canyon terrain screenshot Terrain
NHUE Resource Editor selected prefab editing screenshot Resource Editor
A real editor suite in active development, built around dedicated modules, shared styling, import/export systems, terrain pipelines, prefab/resource editing, diagnostics, and serious Unity workflow goals.
Core Toolset

Everything starts from one connected editor workspace.

NHUE is not one small utility window. It is a growing set of focused editors that share the same visual identity, workflow direction, and technical backbone.

3D

3D Editor

Create, inspect, transform, select, modify, import, export, and prepare 3D content inside a dedicated modeling-style workspace.

  • Object, face, poly, edge, and vertex workflows
  • Gizmos, pivots, selection tools, modifiers, materials
  • OBJ, STL, PLY, glTF, GLB, and Ogre mesh direction
UV

Surface Forge

A surface and UV-focused workspace for preparing models so texture work has a cleaner foundation.

  • 2D UV layout and 3D preview direction
  • Checker preview workflows
  • Mesh2/Editable Mesh 2.0 integration path
HM

Height Map Editor

Terrain-focused tools for shaping height data, filters, signals, landforms, masks, color maps, and worldbuilding foundations.

  • Procedural generation, terrain profiles, and filter stacks
  • Terrain Signals, TAM, AMG, masks, and control-map workflows
  • Gradient ramps, Normal/Light Map outputs, terrain recipes, and preview tools
FTP

Final Terrain Package

A terrain finalization and preview workflow for turning height data into polished terrain presets, visuals, lighting, and clean showcase captures.

  • Color ramps, sky mood presets, lighting, terrain visuals, and preset workflows
  • Walk/Fly preview, Screenshot Mode, and Shift+C clean captures
  • Future fog, water, scatter preview, and terrain presentation tools
GRE

Gradient Ramp Editor

Terrain color-map creation with ramp browsing, Editable Gradient 2, terrain-aware randomization, relief preview, and cleaner colormap export workflows.

  • Editable Gradient 2 and built-in terrain presets
  • Terrain-aware color randomization and relief preview
  • Ramp Browser, PNG ramps, and FTP terrain color integration
TAM

Terrain Analysis Masks

Reusable terrain masks generated from height data for material control, filters, presets, placement logic, and future terrain systems.

  • Slope, convexity, concavity, ridges, valleys, flow, aspect, and exposure
  • Raw analysis masks and composite terrain layers
  • Designed to support imported heightmaps, RAW, PNG, stamps, and generated terrain
AMG

Alpha Mask Generator

Builds grayscale alpha layers and packed RGBA mask outputs from terrain analysis data for terrain materials and control-map workflows.

  • Layer banks, selected alpha layers, and packed RGBA outputs
  • Auto layout profiles and mask tuning
  • Useful for terrain materials, layers, presets, and future worldbuilding systems
N/L

Normal / Light Map Editor

Terrain surface-map generation for normal maps, light maps, occlusion, and spec/metal outputs with GPU-assisted preview workflows.

  • Normal, light, occlusion, and spec/metal output tabs
  • Terrain-signal influence controls
  • Send outputs back to the editor or save map outputs
IE

Image Editor 2

An NHUE-style image and texture editor with layers, selections, paint tools, effects, normal maps, material maps, and Pack Lab workflows.

  • Layers, selections, paint, text, shortcuts, and diagnostics
  • Normal map, material map, seamless tiling, and 3D preview workflows
  • Texture effects, RAW support, packed outputs, and game texture prep
RE

Resource Editor

A prefab and resource editing workspace for opening, previewing, lighting, inspecting, editing, and preparing reusable Unity project content.

  • Prefab edit-session direction with View/Edit workflow
  • Preview host, inspector host, hierarchy integration, and safer prefab editing
  • Material-owner preview direction so materials can be edited while seeing the real mesh or prefab using them
FB

File Browser

An integrated browser for moving through files, assets, images, heightmaps, and editor workflows without leaving the NHUE environment.

  • Project navigation
  • Send-to-editor workflow direction
  • Useful bridge between modules
SE

Scene Editor

A Unity-style scene workspace with hierarchy tools, viewport controls, project panels, icons, terrain import, and inspector integration.

  • Hierarchy, project panel, create tools, selection bridge
  • Viewport camera, grid, gizmo, and icon workflows
  • Terrain RAW import and NHUE Inspector bridge direction
AE

Avatar Editor

A character and creature creation space for sliders, influence zones, texture zones, source mesh import, save formats, and future body-part workflows.

  • Body, head, face, deformation zones, and texture zones
  • .nhavatar and .nhzone workflow direction
  • OBJ source import and procedural/reference body systems
One shared identity Dark panels, orange highlights, and consistent editor styling across the toolset.
Real editor architecture Modules, bridges, providers, importers, diagnostics, and internal data formats.
Creator-focused tools Designed for indie developers, artists, worldbuilders, modelers, and Unity creators.
Active development NHUE is still growing, with new systems, polish, previews, and workflows being added.
3D Creation

Modeling, selection, pivots, gizmos, modifiers, and mesh tools.

The 3D Editor is one of NHUE’s main pillars. It is being built for object work, sub-object editing, procedural creation, material setup, mesh diagnostics, and practical model import/export.

Selection workflows for object, vertex, edge, face, and polygon editing, including region selection direction.
Transform and pivot systems with gizmo, pivot, object, and sub-object workflows designed for serious editor use.
Modifier and modeling work including deformers, mesh modifiers, extrusion, attach/detach, smoothing, welding, and EM2-native tool growth.
Import/export foundation for OBJ, STL, PLY, glTF, GLB, Ogre .mesh, and future rigging/animation-ready asset workflows.
NHUE 3D Editor silver sports car viewport screenshot

3D Editor

Imported models, viewport tools, object workflows, import/export, modifiers, surface work, and Editable Mesh 2.0 direction.

NHUE Final Terrain Package desert terrain screenshot

Terrain & Height Maps

Terrain generation, filters, signals, TAM/AMG masks, color ramps, Normal/Light Maps, clean preview captures, and future graph-backed workflows.

Worldbuilding

Terrain tools for bigger worlds and stronger landforms.

NHUE’s terrain side is built around height maps, procedural terrain logic, filter stacks, Terrain Signals, Gradient Ramp/Color Ramp workflows, TAM/AMG masks, normal/light maps, and terrain package previews.

Height map workflows for generating, importing, shaping, filtering, and previewing terrain data.
Terrain filters and signals for stronger mountains, valleys, canyons, terraces, erosion effects, smoothing, masks, and selected-noise behavior.
Final Terrain Package for color ramps, terrain presets, lighting, preview cameras, Screenshot Mode, clean captures, and finished-world presentation.
World types in progress including deserts, tundras, canyons, lava fields, alien terrain, cratered terrain, and more.
Terrain Pipeline

Color ramps, masks, alpha packs, and map outputs.

The Height Map side of NHUE is expanding into a stronger terrain-data pipeline. These tools help turn heightmaps into color maps, analysis masks, packed control maps, normal maps, light maps, and reusable terrain outputs.

NHUE Editable Gradient 2 color ramp editor screenshot
Gradient Ramp Editor Editable Gradient 2, terrain-aware color ramps, built-in presets, relief preview, and fast colormap experimentation.
NHUE Terrain Analysis Masks aspect exposure screenshot
Terrain Analysis Masks Reusable analysis masks for slope, ridges, exposure, flow, erosion-prone areas, and composite terrain layers.
NHUE Alpha Mask Generator grayscale layer bank screenshot
Alpha Mask Generator Grayscale alpha layers and packed RGBA mask outputs for terrain materials, layers, presets, and control maps.
NHUE Terrain Normal Map editor screenshot
Normal / Light Map Editor Normal, light, occlusion, and spec/metal terrain map outputs with GPU-assisted previews and terrain-signal controls.
Assets & Textures

Image, texture, resource, and file workflows in one place.

NHUE’s asset side connects image editing, texture preparation, material-map work, file navigation, prefab editing, material preview direction, and reusable resource workflows into the same editor family.

Image Editor 2 includes documents, layers, selections, paint tools, text tools, effects, shortcuts, and diagnostics.
Normal, material, and packed map tools include normal map editing, 3D material preview, texture packing, and game-ready texture preparation.
Resource Editor is being built for prefab edit sessions, resource-type handling, preview/inspector hosts, lighting controls, material-owner previews, and reusable project-content workflows.
File Browser integration helps make project content easier to reach and route into the right NHUE editor.
NHUE Image Editor screenshot Image Editor
NHUE Resource Editor spaceship prefab preview screenshot Resource Editor
NHUE Scene Editor screenshot Scene Editor
NHUE Avatar Editor screenshot Avatar Editor
Scene & Character Workflows

Scene tools, avatar tools, and future creator systems.

NHUE is also growing into scene building and character creation. These areas are designed to support hierarchy workflows, viewport controls, avatar shaping, zones, textures, and future creature/character systems.

Scene Editor includes hierarchy direction, project panels, create tools, viewport camera, grid/axis/gizmo support, icons, selection, and inspector bridge workflows.
Avatar Editor includes body/head/face slider work, deformation zones, texture zones, source mesh import, save/load formats, and character/creature foundations.
Future character expansion can grow into humans, fantasy races, creatures, monsters, body parts, clothing, armor, hair, and other modular assets.
Future creation systems can grow into rigging, animation, clothing, hair, creature parts, Game UI Builder workflows, and later media tools.
Technical Backbone

Technical enough to be powerful. Clean enough to stay usable.

NHUE is being built with real editor architecture underneath the UI: shared styles, module bridges, providers, import/export code paths, diagnostics, GPU/CPU-backed systems, and custom file formats.

Shared dark NHUE interface

Modules are designed to feel like one suite instead of disconnected Unity popups. The visual language uses deep panels, orange accents, card layouts, shared controls, and consistent editor spacing.

Diagnostics-first development

NHUE’s editors include performance reports, repaint tracking, preview timing, import reports, mesh diagnostics, selection diagnostics, and copyable debugging output for serious tool development.

GPU / CPU hybrid direction

Heavy workflows such as height map previews, terrain analysis, filters, masks, image processing, and selection systems can use faster backend paths where it makes sense, with safer fallbacks where needed.

Custom data, resource workflows, and import/export paths

NHUE is growing around practical file movement, custom editor formats, source mesh import, terrain packages, avatar data, zone layouts, graphs, modifier stacks, prefab/resource workflows, material-owner preview direction, and 3D format IO.

.nh .obj .stl .ply .gltf .glb .mesh .nhavatar .nhzone .nhmod .nhtp .raw .png
Development Direction

Built as a long-term Unity creator suite.

NHUE is in active development, so the feature set is intentionally expanding. Some systems are already working, some are being upgraded, and some are reserved as future editor modules.

Now Core editor modules, website pages, clean screenshots, prefab/resource workflows, Image Editor tools, terrain systems, Gradient Ramp Editor, TAM/AMG, Normal/Light Map tools, 3D Editor systems, and Avatar Editor foundations.
Next Deeper 3D editing, Editable Mesh 2.0 tools, stronger Surface Forge workflows, Terrain Signals/TAM/AMG polish, Resource Editor material-owner previews, FTP screenshots, and better module-to-module handoff.
Later More avatar creation systems, procedural character parts, expanded import/export, scene workflow polish, Resource Editor Game UI Builder ideas, and future editor modules.
Goal A serious Unity editor environment with its own identity, built for creators who want more power inside the editor.
Coming to Unity Asset Store

Follow the development of NHUE.

Night Hawk’s Ultimate Editor is being built for Unity creators who want more tools, more control, and a workspace that feels like a full creative environment instead of a collection of small utilities.

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