Fake Me 3D Modeling: How to Build In-Game Disguises
Fake Me 3D modeling is an in-game editing system where Fakers reshape primitive cubes into deceptive environmental props. Players manipulate polygons, cut custom faces, bevel edges, and apply surface colors before Seekers leave their holding room to hunt disguises.

Fake Me 3D modeling is an in-game editing system where Fakers reshape primitive cubes into deceptive environmental props. Players manipulate polygons, cut custom faces, bevel edges, and apply surface colors before Seekers leave their holding room to hunt disguises.
What Are the Core 3D Modeling Tools in Fake Me?
The modeling interface is an on-screen toolkit that activates when pressing the F key during the setup phase. As documented on the Steam store page by developer YUMEXE, each disguise begins as a simple polygonal volume rather than a preselected asset.
Navigating the modeling viewport relies on standard spatial viewport inputs:
- Right Mouse Button: Rotate camera around the target geometry
- Middle Mouse Button: Pan the viewport plane across the build space
- Mouse Scroll Wheel: Zoom in and out, or adjust segment counts when using edge tools
- R Key: Reset camera alignment back to the default perspective
Players manipulate object placement through standard translation gizmos located in the top-left toolbar. The Move tool displays three directional arrows along spatial axes. The Rotate tool provides axial rotation rings, while the Scale tool alters uniform and single-axis dimensions.
When a design requires geometric variety beyond the starting cube, clicking the Shape button adds other primitives to the scene. The available base forms include cylinders, spheres, cones, pyramids, and rings. Pressing Ctrl + D duplicates an active object outside of mesh modification, while the trash icon removes unwanted components. Understanding these basic inputs is crucial for anyone learning how to play the game under tight round timers.
That held breath is the whole idea behind FAKE ME, a multiplayer hide-and-seek game where the disguise is something you build yourself.
How Do You Shape Polygons in Edit Mode?
Edit mode is the mesh manipulation workspace where players alter the geometry of an existing shape. Entering this mode unlocks targeted structural controls that resemble desktop 3D software:
- Select an active primitive in the viewport and click the Edit button.
- Highlight a single face by left-clicking, or hold Shift while clicking to select multiple faces simultaneously.
- Apply structural modifications using Extrude, Inset, Cut Faces, or Bevel.
- Confirm adjustments by clicking the Back button to return to the root modeling view.
The Extrude tool pulls a selected polygon outward or pushes it inward to create new geometric depth. Inset scales the boundary of a selected face inward along its own surface plane, generating a smaller polygon nested inside the original perimeter. Cut Faces allows players to manually place vertices across an active polygon to divide it into custom sub-faces. The Bevel tool rounds off sharp borders by pushing edges inward, and scrolling the mouse wheel increases the number of bevel divisions to produce smoother curves.
In coverage published by Killscreen, the development team detailed the underlying architecture:
"players can become anything they want" — developers Eren Can Metin and Emre Gökçe in coverage reported by Killscreen
The title runs on Unreal Engine 5.7 with a modified runtime geometry plugin that updates UV mapping dynamically so surface edits retain applied materials in real time.
Surface Painting and Material Properties
Paint mode is the texturing stage that applies colors and surface finishes to completed geometry. After finalizing an object's structural shape, switching to the paint interface allows players to match the surrounding room palette.
The Eyedropper tool samples colors directly from static map textures, such as tiled flooring, wooden tables, or painted drywall. The Fill tool coats an entire object in the sampled color instantly. When working with complex objects that require multiple color zones, the Face Paint tool confines brush strokes to the highlighted polygon, preventing paint from spilling onto adjacent borders.
Beyond basic hue selection, the toolset includes Metallic and Roughness value sliders. Adjusting roughness changes how light reflects off the prop. Setting high roughness creates matte finishes suitable for cardboard boxes, paper sheets, and books, while lower roughness and increased metallic sliders replicate synthetic surfaces like fire extinguishers, arcade hardware, and cafeteria trays.
Which Modeling Approach Works Best During Matches?
Prop construction strategy is the balance between building speed and disguise believability under match time limits. Round timers configured by the lobby host generally give Fakers between 100 and 900 seconds to build, color, and position their props. Choosing the correct workflow depends on the complexity of the desired disguise.
| Modeling Strategy | Best For | Geometric Trade-Off |
|---|---|---|
| Single Primitive Reshaping | Flat wall decor, rugs, baseboards, and ceiling tiles | Requires minimal construction time but depends entirely on exact color matching |
| Multi-Shape Assembly | Standing furniture, electronics, and potted plants | Offers high visual believability but risks leaving unattached parts if time expires |
| Pre-Existing Model Painting | Fast concealment in dense map zones | Bypasses construction entirely through Prop Paint Mode but restricts player choice to surrounding items |
As analyzed by GamingOnLinux, simple objects placed in natural context often outperform overly complex creations. A basic cylinder extruded into a wastebasket or a cube beveled into a computer speaker remains unnoticed if its scale and shadow match the surrounding room. Fakers can also activate defensive skills, such as blinding or temporary cloning, if a Seeker inspects their location too closely.
Saving Models and Customizing Seeker Costumes
The model library is a persistent local storage system for player-created assets. Clicking the Save button at the bottom of the editor preserves the active model to the local profile. Players can inspect saved assets in the library menu and export them for use in external 3D software.
During an active hide-and-seek round, players cannot import pre-built disguise models directly into the match, as all hiding props must be modeled live within the round timer. However, saved designs function freely in the lobby area and for character customization.
Seekers use these identical 3D modeling tools to construct customized armor, helmets, and decorative attachments. Players select a base primitive, shape it using edit tools, and bind the object to a specific character joint in the bottom-right menu, such as the head, chest, or arms. The attached accessory tracks the character model's skeletal movements, allowing players to utilize model saving to maintain personalized seeker appearances across multiple sessions.
Where does this guide's official Fake Me information come from?
Official details in this guide follow Fake Me on Steam, which describes the game in its own words.
Model, paint, and blend in! FAKE ME is an online multiplayer hide-and-seek game where you create your own disguise. Use simple 3D modeling tools to build the object you’ll hide as. You can also create your own costume by modeling. Hide from the Seekers or find every Faker before time runs out!
Fake Me on Steam
Next step
Character Customization
Learn how to build, bind, paint, and save custom character costumes using 3D modeling tools in Fake Me.
Related Guides
Fake Me Combining Shapes: How to Build Custom Props; Fake Me Model Export: Saving and Sharing Guide
