构建版本尚未代码签名,macOS 首次需右键选「打开」,Windows 遇 SmartScreen 需选「更多信息→仍要运行」;AI 笔刷默认走 Pollinations.ai 托管的 GPT-OSS 20B,离线时回退到本地 Ollama,需自行准备;从源码构建需 CMake 3.24+ 与 C++20 编译器,Linux 还要先跑 packaging/linux/install-build-deps.sh 装依赖。

SculptForge
islandmedGPL-3.0活跃维护跨平台开源 3D 雕刻软件,支持高密度网格、重拓扑、贴图绘制,内置图/文生 3D 与高斯泼溅,可导出游戏级 LOD 并直发 Unreal。
Free, open-source 3D sculpting for Linux, macOS and Windows: dense meshes, remeshing, painting, built-in AI (image/text to 3D), Send to Unreal, game-ready LODs, Gaussian splats and OpenUSD.
curl -fsSL https://raw.githubusercontent.com/islandmed/SculptForge/main/install/install.sh | shREADME 未说明显存或 GPU 型号要求;仅说明在 Linux、macOS、Windows 上原生运行,Linux 版为 x86_64 AppImage,另有 ARM64 包。
免费开源跨平台数字雕刻软件,内置免费AI,可雕刻、重拓扑并直发Unreal
跨平台开源 3D 雕刻软件,支持高密度网格、重拓扑、贴图绘制,内置图/文生 3D 与高斯泼溅,可导出游戏级 LOD 并直发 Unreal。
核心能力
- 提供标准、Clay、Smooth、Move 等十余种笔刷与 X/Y/Z 对称
- 用体素重网格和 Quad Remesh 做四边面重拓扑并投影细节
- 雕刻层可当混合形状用,带实时权重与播放
- 内置 Brush Lab,用文字描述让 AI 生成笔刷配方
- 支持图片/文字转 3D,并一键 Send to Unreal 带 LOD
容易踩的坑
- v0.12.0SculptForge 0.12.0最新正式版2026-11-08 · 2026-11-08 22:51 UTC
Added
- A first-use notice before the first request to each third-party AI host (Pollinations.ai, each Hugging Face Space
family, fal.ai, Meshy, Hyper3D, a remote OpenAI-compatible server or ComfyUI), drawn inside the AI Brush or Generate
3D panel (no dialog): what is sent, the host, who pays, and Allow / Use local instead (a running Ollama, LM
Studio or ComfyUI) or Set up local / Cancel. Nothing is sent before Allow: the request functions refuse on
their own, so scripts,
sculptforge-cliand AI tools get the same refusal until the service is allowed in the app. Allow is kept per service inai.json(sendAllowed); Preferences > AI > Online AI services lists each one as Allowed, Asks first, or set by the studio, with Revoke. Servers on this computer (localhost, 127.0.0.1, ::1) never ask. A studio policy pre-allows what itsai.providers/ai.endpointslist and its "no" wins over an artist's Allow. The guide's interface chapter has a plain "What leaves your computer" table. No new network host, key or server. - Cloth brush: simulates the surface near the stroke as fabric (our own XPBD cloth solver, docs/design/cloth.md): Drag pulls it along and it buckles into folds that keep their length, Push presses it in (Alt pulls), Settle drapes it under gravity, Grab holds what it took and drags it (Move-like), Expand / Pinch spread or gather it, Inflate adds fabric so it balloons and wrinkles. Soft body springs it back toward its shape; self-collision keeps folds from passing through each other. Fabric presets Silk, Cotton, Denim and Leather; collides with the other visible Parts; masked areas hold like pins; symmetry, sculpt layers, one undo step per stroke. Asked for on YouTube.
- Drape (Tool > Drape,
cloth_drape): the active Part simulated as cloth (our XPBD solver) until it rests on the other visible Parts; fabric presets, real-size scale (units per metre), pins from the mask, Simulate / Pause / Keep / Reset with a live view, one undo step. The cloth doesn't pass through thin, sharp shapes (needle tips, fingers, curls) or through the body when it falls fast. Tip: drop the cloth from in front of overhanging shapes (beards, chins), or it settles behind them. - Crease / Uncrease in Tool > Geometry > Edges (#108): a crease value (0..1, 1 = fully sharp) on the selected
edges of the base level, one undo step each, saved in the project (an optional blob: older versions open the file
without creases) and kept on the base while stepping levels. Creased edges are drawn in blue on the base level in
every mode. The
edge_creasecommand does the same from scripts. Add Level honours creases (Catmull-Clark and Loop semi-sharp creases: sharpness 10 x crease², s - 1 per level, fractional blending): creasing at Level 1 under existing levels reshapes them with their detail; Remove Below keeps what is left of the creases on the new base. Without creases subdivision is bit-for-bit unchanged. USD export / import carries them (creaseIndices/creaseLengths/creaseSharpnesses,subdivisionSchemecatmullClark or loop on a creased cage); glTF, OBJ, FBX, PLY and STL have none (documented). Thanks _tfx on Discord for asking; the plan for edge creases is @NicTanghe's (#108). - Edges mode (Tool > Geometry > Edges, #108): picks edges of a Part's base level (Level 1; a Part with levels
steps down to it) on the model: click selects the edge under the cursor, Shift+click adds, Ctrl+click removes, a
double-click takes the edge loop (across quads, or along an open border). Select by Angle selects the edges
whose faces meet at more than the Angle (30 degrees by default), optionally only within the selection; Grow,
Shrink, Open Edges, Invert and Deselect All. Quad diagonals are never edges. The
edge_selectcommand does the same from scripts. Thanks _tfx on Discord for asking for select by angle; the plan
- A first-use notice before the first request to each third-party AI host (Pollinations.ai, each Hugging Face Space
family, fal.ai, Meshy, Hyper3D, a remote OpenAI-compatible server or ComfyUI), drawn inside the AI Brush or Generate
3D panel (no dialog): what is sent, the host, who pays, and Allow / Use local instead (a running Ollama, LM
Studio or ComfyUI) or Set up local / Cancel. Nothing is sent before Allow: the request functions refuse on
their own, so scripts,
- v0.11.16SculptForge 0.11.162026-11-08 · 2026-11-08 04:05 UTC
查看更新说明
Added
- Gizmo All mode (Shift+W, top shelf, Sculpt > Symmetry & Gizmo; the
gizmo_modecommand): move, rotate and scale handles at once, with clear priorities where they cross and no overlaps at any zoom or UI scale. Snapping, the readout, posing with a mask, Alt+drag for the pivot and one undo step per drag work as in the single modes. Idea by fenix on Discord (thanks @fenixpoints, #118). - Keep original checkbox under Tool > Parts > Split (Hidden / Masked / Unmasked;
keep=trueonpart_split_hidden,part_split_masked,part_split_unmasked): the triangles are copied into the new Part (UVs, face groups, vertex paint, sculpt layers; the copy is cut at the current subdivision level) and the source Part stays untouched, levels and mask included. One undo step removes the copy. Requested by _tfx on Discord. - Website: Most-wanted brushes on the brushes page (sculptforge.app/brushes.html#requests): brush requests from the #ideas forum on our Discord, ranked by 👍 votes and refreshed every 30 minutes, with shipped ones marked. The data is also published as sculptforge.app/brush-requests.json.
Changed
- Release packages are built once per set of build inputs: a commit whose packaged files are byte for byte an earlier green build's (a website or release-paperwork change) reuses that build's packages, verified and attested as before, instead of building them again (docs/releasing.md, "Build once, promote").
- Monthly challenge on Discord: submissions close on the 27th at 23:59, then everyone votes in a Discord poll until the end of the month; the winner (Featured Artist and a spot on sculptforge.app) is announced on the 1st. The website and the guide's Discord page say so.
- Member builds in the app now come from the SculptForge organization; update to keep signing in.
- Tool > Geometry is reorganised by task (Levels, Micro Detail, Resolution, Cleanup, Symmetry) with clearer names; your hotkeys, scripts and search keep working.
- Membership wording in the app, the guide and the README now matches the membership page: Member Requests are one request a month, built first and credited to you (Help > Support, the welcome screen and the membership card; Spanish and Chinese too). Bugs are always free, and every idea goes in the public feature queue.
Fixed
- Blender input style: Ctrl+Shift did nothing on the model (Ctrl is Blender's invert, so Ctrl+Shift became an inverted smooth), so the Cut shapes and the Ctrl+Shift hide/isolate gestures were out of reach. Ctrl+Shift now keeps its meaning in every style (drag: hide or cut; add Alt: inside / the other side; Ctrl+Shift+click the brush tile or Ctrl+Shift+B: the selection and Cut shapes). Ctrl alone still inverts, Shift alone still smooths. Alt+Q (pick the Part under the cursor, Blender's own key) is now listed with the Blender keys, since Alt+click masks there (thanks dm4nd on Discord).
- Cut with symmetry on: a shape whose mirror image overlaps it (a rectangle across the middle, a centred one seen at an angle) sometimes cut one side only, In and Add went deeper on one side, and a later cut across those caps could leave a crack. The mirror image now measures its depth on the Part as it was, cuts stop at once instead of leaving one side done, and the zero-area slivers the overlap left in the cap are cleaned up so the next cut closes (thanks dm4nd on Discord).
- Tool > Parts > Extract and Project labels were cut off in a narrow tray (since 0.11.11). The settings now
read Thickness, Edge Smooth, Both Sides, Corners and Border; a pair shares a row only when both
labels fit, else each takes its own, and Both Sides / Corners / Border wrap. Scripts use
triangle_corners/triangle_border; the old argument and action names still work. - macOS: SculptForge > Preferences... in the app menu was greyed out; it now opens Preferences, as Cmd+, and Edit
Preferences do
- Gizmo All mode (Shift+W, top shelf, Sculpt > Symmetry & Gizmo; the
- v0.11.15SculptForge 0.11.152026-11-08 · 2026-11-08 00:08 UTC
查看更新说明
Added
- Tube (Tool > Tube): draw tubes freely in 3D space, like a 3D pen. Strokes lie on a plane facing the view (at the
surface where the stroke starts, the pivot, or a fixed distance), optionally snapped onto surfaces; pen pressure
sets the radius and the stroke is smoothed into a curve. The tube is swept along it with rings placed closer in
bends and frames that never twist, round or flat ends, and Symmetry X. Each stroke is a Tube Part whose points are
dragged (Ctrl: thickness, Alt+click: delete), inserted and deleted until Bake, or goes straight into the active
Part with even edge lengths for dynamic topology; one undo step each. Script and AI commands
tube_new,tube_list,tube_set_point,tube_insert_point,tube_delete_point,tube_set,tube_bake. Guide chapter "Tube: draw in 3D space". Requested by GABO on Discord. - Hardware tiers (Edit > Preferences > Performance): the detected tier and why ("RTX 3060, 12 GB VRAM, 32 GB RAM: High"), what it turns on, Auto or any tier by hand. The Essential tier works exactly as before; Standard and up keep more Focus Detail in memory, and High and up allow 16K paint and bake textures. A small card on first launch (and after a hardware change) shows the tier once; the chip in the top bar opens the panel. A memory guard steps the tier down a level when free memory runs low, and back up when there is room. Turbo (the bolt in the top bar, View > Turbo, Ctrl+Alt+T): antialiasing off and a lighter view while you sculpt and orbit, the detected tier's top budgets; full quality when the view stops, and Off changes nothing you set. Remembered per computer. Graphics card picker on computers with two (applies on the next start, through the system's own setting; a card that fails to start falls back to the system's choice). Compute: Auto / CPU / GPU, with each task's path shown (all CPU for now). SF_HW_SIMULATE=floor|standard|high|extreme, SF_TIER_, SF_COMPUTE=cpu|gpu, SF_TURBO=1 for benches. Memory in the top bar, beside the triangles and frame rate: SculptForge's RAM and the system's free RAM, and the graphics card's memory in use where its driver reports it (NVIDIA; AMD shows what's free), updated once a second; hover for the detail. Thanks, Oslen on Discord.
- Split > Hidden / Masked / Unmasked (Tool > Parts;
part_split_hidden,part_split_masked,part_split_unmasked): the triangles leave the active Part for a new Part below it (same folder, visibility and shading), one undo step that also removes the new Part. A triangle is masked when its corners' average mask is above 50%. UVs, face groups, vertex paint and sculpt layers carry over; subdivision levels are cut at the current level (undo restores them). Thanks foirgairwolf on Discord. - Delete masked (Tool > Visibility;
delete_masked), the mirror of Delete hidden. Thanks foirgairwolf on Discord. - A per-Part shading mark in the Parts list (Scene / Smooth / Flat;
part_shading). Thanks foirgairwolf on Discord. - Merge by Distance (Tool > Geometry;
weld_points distance=... preview=true): the points of the active Part within the distance merge into the nearest kept one; collapsed triangles go; one undo step. The count follows the slider and the points that would merge show in orange. Thanks foirgairwolf on Discord. - Check Mesh (Tool > Geometry;
mesh_check,mesh_fix issue=...): non-manifold edges (Fix loosens the extra triangles), holes (capped as Close Holes), duplicate and degenerate triangles (deleted), zero-area triangles (shortest edge collapsed), flipped triangles and inside-out closed pieces (rewound), isolated points (removed). Fix all fixes everything except holes, as one undo step. Thanks foirgairwolf on Discord. - Recent colours (Oslen on Discord): under the left shelf's two swatches, the last eight paint colours a stroke or Fill used, newest first, in rows of four; click one to paint with it.
- Tube (Tool > Tube): draw tubes freely in 3D space, like a 3D pen. Strokes lie on a plane facing the view (at the
surface where the stroke starts, the pivot, or a fixed distance), optionally snapped onto surfaces; pen pressure
sets the radius and the stroke is smoothed into a curve. The tube is swept along it with rings placed closer in
bends and frames that never twist, round or flat ends, and Symmetry X. Each stroke is a Tube Part whose points are
dragged (Ctrl: thickness, Alt+click: delete), inserted and deleted until Bake, or goes straight into the active
Part with even edge lengths for dynamic topology; one undo step each. Script and AI commands
- v0.11.14SculptForge 0.11.142026-11-07 · 2026-11-07 21:48 UTC
查看更新说明
Added
- Deformation stack (Tool > Deformation > Stack, requested by foirgairwolf on Discord): thirteen whole-Part shape
operations in four groups (Transform: Move, Turn, Scale, Squash; Bend & Twist: Bend, Twist, Taper, Shear; Shape:
Round, Box, Flatten, Sag, Depth; plus the Surface ones), each along any of X, Y and Z about the Part's centre (or
the gizmo's placed pivot), with Direction for Bend and Shear and Soft for an eased profile. The preview is the stack
applied as one undo step and follows each change; Apply, Apply Selected, Reset and Repeat. The mask holds what it
covers. Commands
deform_move...deform_depthanddeform_stackfor scripts and the AI. - Size (Tool > Deformation, requested by foirgairwolf on Discord): the active Part's X, Y and Z dimensions in
scene units, to drag or type exactly; it resizes about its centre (Uniform: in proportion), one undo step. Command
deform_size. - Top bar heart (Help > Support SculptForge); a small badge for verified members. Hidden in studio builds and before it would crowd a narrow top bar.
- Note fragments take
member_request: true(andmember_credit: @handlewhen the member opted in): What's New tags the change "Requested by a member". - Website: Feature queue (sculptforge.app/queue.html, footer link on the membership page): every feature idea with its status (building, queued, shipped, already in the app, declined) and a member flag.
Changed
- Blender add-on and Maya script have their own versions and can be released on their own, as soon as they change
(GitHub releases
blender-vX.Y.Z/maya-vX.Y.Z); the website's download links follow the newest one. The add-on is now 1.0.0 (it used to carry the app's version). Each SculptForge release still includes both. - Membership card: milestone moments (10th start, 10 hours of stroke time, 100th save; local counts only, nothing
sent), an optional honest line from the update feed's
supportblock (funded this month, Founding Members taken, member requests this release), and a backoff (monthly after the 3rd "Not now", only after an update after the 6th). Every existing rule stays: never modal, never mid-stroke or during a job, never in tests, renders or CI, never for members, at most once a week. - Compact bars (factoberplay on YouTube): the Library strip and the Sculpt Timeline take 158 logical px instead of 228 (31% less). The Library's thumbnails are 64 px by default (were 96) and its tab row 26 px; drag the strip's edge toward the canvas to size them (48-128 px, kept with the layout; also Edit > Preferences > Library > Thumbnails). The timeline is one row (step count, track, icon buttons) with thin branch lanes; the full strip with its header row comes back from the unfold icon or Edit > Preferences > Interface > Compact timeline.
- The membership cards link to the membership terms (Terms & refunds, sculptforge.app/terms.html), and open only their fixed links.
- The built-in Stone Carve brush (Sculpt > Brush, and the community gallery) has a name of our own. Shelves, key bindings, pie menus and scripts saved with its old name still find it.
- Website: How requests work on the membership page (sculptforge.app/support.html#requests): bugs are always free; every idea goes in a public queue; members' requests are built first, one guaranteed request a month each (built and credited); Founding Members and Studio go first; a monthly member vote sets the order; popular ideas from everyone still get built. A "Built for members" list shows what member requests became.
- Website: Studio membership now lists your own private repository and build (a branch with the features and fixes you ask for, rebased onto every release), a private Discord space for your team and a seat on the Studio steering committee (one representative per studio).
Fixed
- The one-line Linux installer (
curl -fsSL .../install/install.sh | sh) downloa
- Deformation stack (Tool > Deformation > Stack, requested by foirgairwolf on Discord): thirteen whole-Part shape
operations in four groups (Transform: Move, Turn, Scale, Squash; Bend & Twist: Bend, Twist, Taper, Shear; Shape:
Round, Box, Flatten, Sag, Depth; plus the Surface ones), each along any of X, Y and Z about the Part's centre (or
the gizmo's placed pivot), with Direction for Bend and Shear and Soft for an eased profile. The preview is the stack
applied as one undo step and follows each change; Apply, Apply Selected, Reset and Repeat. The mask holds what it
covers. Commands
- v0.11.13SculptForge 0.11.132026-11-07 · 2026-11-07 16:40 UTC
查看更新说明
Added
- Generate 3D > Remove flat background (on by default): a thin wall behind or ground under the subject, covering
most of the model's bounds, is removed from the generated mesh before remeshing, as its own undo step; a relief or a
coin on its own is kept.
image_to_3d/text_to_3dtakeremove_background=false, and the newremove_flat_backgroundcommand does it on the active Part. Requested by fenix on Discord. - Linked Duplicates (#94, asked for by ebarranco; the idea of placing copies on their own by NicTanghe): Tool >
Parts > Linked Duplicate adds a Part sharing the active one's mesh, undo history and GPU buffers, with its own
transform. Strokes, masking and painting on any copy edit the shared mesh (symmetry about the copy's own axes); the
Gizmo and
transformmove a linked copy as a whole (a mask poses the shared mesh instead); Make Unique breaks the link; deleting one keeps the others. The Parts list shows a link and the count. Projects keep the links (project format 8); glTF reuses one mesh with a node per copy, USD writes instanceable prims referencing the first copy (and reads them back), OBJ / STL / FBX / PLY write each copy where it is. Commandspart_duplicate_linkedandpart_make_unique. 500 linked copies use about the memory of one mesh. - Orbit lock (View > Orbit lock, a request from foirgairwolf on Discord): besides Free and Y (the turntable),
rotation drags can turn the view about the world X or Z axis only, with no drift over long drags. A key for each
(Alt+Shift+F / Y / X / Z) and the
orbit_lock axis=free|y|x|zcommand; the axis gizmo draws the locked axis through its disc with a lock badge. Shift still snaps to side views. Saved with the preferences (also Preferences > Interface / Input > Rotation; older versions read Y as Turntable). - Website: Jobs (sculptforge.app/jobs.html, footer link): open sculpting and 3D modeling roles worldwide (games, film and VFX, animation, collectibles, 3D printing, jewelry and dental CAD, AR/VR) from the companies' own public job feeds, filtered by region, sector, role, Remote and contract. A daily GitHub Action (tools/jobs/fetch.py, sources in tools/jobs/studios.yaml) refreshes it; titles, companies and places only, never job descriptions.
Changed
- The window title starts with the project name and a "*" for unsaved changes (taskbars stay readable), then SculptForge and its version, and the top bar shows the version, small and dim, beside the name in both layouts (a narrow window drops it). A narrow window or a high UI scale (a 1024 px window at 200 %) never draws top bar items over each other any more: the version goes first, then the layout presets and Save Snapshot, the search field shrinks to its icon, and the menus that don't fit open from a >> button. Betas show their tag ("0.12.0 beta.2") in the accent colour; builds from a git checkout show "dev" and their commit.
Fixed
- The membership card now shows the Studio membership's flat price for any number of artists.
- Reconstruct Subdiv (Tool > Geometry): the levels it builds keep each face inside one UV island when the imported high-poly's seams run through the lower level's faces (UVs made on the high-poly, automatic unwraps with overlapping islands). Such faces used to take each corner's UV from a different island and stretch across UDIM tiles. Reconstructing again on such a mesh also finds the right lower level now. Thanks @RodTDai for the report, the screenshots and the diagnosis that pointed to the fix (#145).
- Timelapse: a PBR timelapse of a high-detail sculpt flickered a little in the video (not in the view): after each
step of the history the frames switched between the full mesh and its lighter preview levels. Timelapse frames and
--renderturntables now always draw the full mesh. Thanks @ebarranco. - The Sculpt Timeline strip's header no longer runs under Save with project in a narrow wind
- Generate 3D > Remove flat background (on by default): a thin wall behind or ground under the subject, covering
most of the model's bounds, is removed from the generated mesh before remeshing, as its own undo step; a relief or a
coin on its own is kept.
用户点评
登录用户的真实使用记录,可按版本和硬件筛选还没有人点评。第一个说出真实体验的人最有价值。
SculptForge is a free, open-source, focused sculpting app with the brushes, symmetry and navigation experienced sculptors already know. It costs nothing, has no subscription, runs natively on Linux as well as Windows and macOS, and comes with source code you can change. It starts instantly, works offline, and fits into game and animation pipelines: sculpt a character, generate its LODs, sculpt blend shapes, and send it straight into Unreal Engine. AI comes built in and free: describe a brush and the AI brush creator (Brush Lab) builds it, or turn a sketch, concept art or a description into a sculptable model. No account or key is needed. Prefer your own? Plug in Claude, fal.ai or Meshy, or run models entirely on your own machine.
Experienced sculptor?
Pick Classic sculpting keys at the first start and your hands know the way: familiar brushes, symmetry, Alt and Shift modifiers, masking and face groups with Ctrl and Ctrl+Shift, Parts, subdivision levels, dynamic topology, quad remeshing and a Gizmo. Bring models over as OBJ, FBX, glTF or USD, or through the Bridge (face groups, mask and vertex paint come along).
Status: early release (v0.8). The core sculpting, pipeline and AI features work and are tested on every commit. Version 0.8 adds dynamic topology (brushes add triangles where they need them), vector displacement brushes, Quad Remesh Guides and sculpt layers on every subdivision level; 0.7 added classic keys and gestures and a Blender bridge add-on; 0.6 halved the memory and made the view twice as fast on huge meshes (see the changelog).
Features
An interface experienced sculptors can find their way around
- Task menus (File, Edit, Sculpt, Paint, Mesh, View, Render, Help) in the Forge Terminal look by default, or the Classic layout with alphabetical palettes in one click (Preferences > Interface > Look)
- Shelves around the canvas, palettes holding every tool, a Library (
,) of thumbnails, the brush picker (B, type letters to pick), hold-Ctrl help on every button, a command palette (F3) and a script console (`), and a fully customizable layout; preferences save themselves. See docs/ui-design.md. - A built-in user guide (Help > User Guide, Shift+F1) with search, also on the website; hold Ctrl over any control and press F1 to open its chapter. Source: docs/guide.
Sculpting
- Standard, Clay, Smooth, Move, Inflate, Crease, Flatten, Pinch, Sharp Crease, Clay Block, Tendril, Trim, Layer and Nudge brushes; X/Y/Z symmetry; tablet pressure; classic modifiers and navigation.
- Stroke types (dots, drag-rect, spray, lazy mouse) and brush alphas (built-in or any grayscale image).
- Masking (Ctrl to paint, invert, blur, sharpen, grow/shrink, mask by cavity or face group) that every brush respects.
- Face Groups and visibility with classic gestures: auto groups, Ctrl+Shift isolate / hide, rectangle hide, remove hidden.
- Parts: keep the body, eyes, teeth and armour as separate meshes, each with its own undo history. You can append a sphere, cube, plane or model file, show/hide, solo, reorder, duplicate, merge and split (by face group or by piece), and Alt+click a Part to select it. Projects, OBJ, glTF, FBX, USD and Bridge files keep them as separate objects.
- Gizmo (W Move, E Scale, R Rotate): move, scale and rotate a Part, or only its unmasked part with a soft falloff for posing a limb at its joint; Shift snapping, numeric entry, All Parts, one undo step per drag.
- Vertex Paint (Paint brush, RGB while sculpting, fills, cavity paint) and six Lit Sphere materials.
- Texture painting on UV maps: Auto UV (xatlas) unwraps any sculpt, then the Paint brush paints a 1K-8K texture with the same paint layers and blend modes; vertex paint and texture convert both ways, and OBJ, glTF, USD, FBX and Bridge exports write the PNG next to the model.
- Project files (
.sfproj) that keep everything, with an unsaved-changes prompt, recent files and autosave. - Unlimited undo, Loop subdivision, voxel remesh (voxel remesh) and quadric decimation.
- Quad Remesh quad retopology (quad remesh: target count, Size Variation, Follow Face Groups, vertex paint density, symmetry) and Project Detail to bring the sculpted detail back onto the new topology.
- Sculpt layers that work as blend shapes, with live weights and playback.
Free built-in AI: Brush Lab (describe a brush, AI builds it)
- "Dry cracked mud", "overlapping dragon scales", then "make it sharper". Brushes are recipes (data, never
code), with every value exposed as a slider. They're kept in your brush library; share them as
.sfbrushfiles or one-line brush codes (right-click > Copy brush code, Ctrl+V to paste one). Studios share a folder throughSCULPTFORGE_BRUSH_PATH, and the community gallery installs brushes in one click (Brush > Community brushes). See docs/brushes.md. - Free out of the box: no account or key. It uses an open model (GPT-OSS 20B) hosted by Pollinations.ai, and falls back to a local Ollama when you're offline.
- Or bring your own: Claude (Anthropic API) or any OpenAI-compatible endpoint, including private local models through Ollama or LM Studio (5-minute setup for Windows, macOS and Linux).
Free built-in AI: Generate 3D from an image or text
- A sketch, a piece of concept art or a description becomes a full 3D model (limbs, back and all), then gets remeshed so you can sculpt it straight away.
- Free through the official Hugging Face demos of Hunyuan3D 2 / 2.1, TRELLIS.2 and Stable Fast 3D; or your own ComfyUI (local or a studio GPU server) running any workflow, with ready-made Hunyuan3D 2.1 workflows included; or paid with your own fal.ai or Meshy key; or plug in any local model. See AI services & model licences.
- Offline tools as well: silhouette blockout, relief, and stamp-from-view.
ComfyUI, both ways
- Generate models in SculptForge with any ComfyUI workflow on your own machine or GPU server (docs/comfyui.md).
- The ComfyUI-SculptForge node pack brings SculptForge into ComfyUI graphs: voxel remesh, decimate, LOD chains, and GLB / FBX / USD / OBJ / STL export, working with ComfyUI's own Hunyuan3D mesh nodes (islandmed/ComfyUI-SculptForge; in ComfyUI-Manager use Install via Git URL).
Game & animation pipelines
- One-click LOD chains; blend shapes survive on every level.
- Send to Unreal (Ctrl+U) imports or updates the asset in a running Unreal Editor, on this computer or another one on your network, with no plugin to install. Static meshes come with LODs, skeletal meshes with morph targets. See docs/unreal.md.
- FBX (binary 7.4, LOD groups, blend shapes), glTF/GLB (morph targets), OpenUSD USDA/USDZ (UsdSkel
blend shapes), OBJ, PLY and STL. Exports are checked with the Khronos glTF validator and OpenUSD's
usdchecker.
Blender bridge
- The SculptForge Bridge add-on for Blender 4.2+ (
addons/blender): select objects, Send to SculptForge, sculpt, Send to Blender. The objects update in place, keeping transforms, materials and modifiers; quads, UVs, colours, mask and face sets come across both ways. See the guide and docs/blender.md.
Bridge
- Bridge files in and out with face groups, mask, vertex paint and UVs, and File > Bridge (Send / Receive) on Windows and macOS: every visible Part goes over as its own object. See Exporting.
Gaussian splats
- Open phone captures (Polycam, Luma, Postshot, Scaniverse and others) as a sculpting reference, convert them into watertight meshes, or turn a sculpt into splats.
- Supports PLY (up to SH degree 3),
.splat, glTFKHR_gaussian_splattingand OpenUSDParticleField3DGaussianSplat.
Automation
sculptforge-cliruns every operation headless, for build farms and pipelines.- A built-in MCP server (
sculptforge-cli --mcp) lets Claude Code, Claude Desktop or any MCP client sculpt, convert and export. - Headless thumbnail and turntable rendering, plus a scripted demo recorder (
--demo … --record).
For studios and pipelines
Built for studios with their own pipelines: VFX Reference Platform CY2026/CY2027
builds (GCC 14, glibc 2.28/2.34, C++20, Python 3.13), a Python API (import sculptforge), a Rez
package, headless CLI and farm rendering, OpenUSD/FBX/glTF, native Linux, and no licence server. The GPL lets
you modify it in-house without publishing your changes. See docs/studios.md.
Install
Download for Windows · Download for macOS · Download for Linux (AppImage, x86_64)
Every link gets the newest version, straight from GitHub (works where sculptforge.app is blocked; the guide is here too). install/ has the full list (.deb, .rpm, ARM64, portable .zip, Arch) and what to do after downloading. Or install with one command:
# macOS / Linux
curl -fsSL https://raw.githubusercontent.com/islandmed/SculptForge/main/install/install.sh | sh
# Windows (PowerShell)
irm https://raw.githubusercontent.com/islandmed/SculptForge/main/install/install.ps1 | iex
The builds aren't code-signed yet. On macOS, right-click the app and choose Open the first time. On Windows, if SmartScreen appears, choose More info → Run anyway. Studio builds (VFX Reference Platform, Rez), older versions and checksums are on the releases page.
Building
Requirements: CMake 3.24+ and a C++20 compiler (GCC 11+, Clang 14+, Xcode 15+ or Visual Studio 2022). Dear ImGui, GLM and (if it isn't installed already) SDL3 are fetched automatically. AI features use libcurl on Linux and macOS, and the built-in WinHTTP on Windows.
# Linux only: install compilers and X11/Wayland/GL/curl headers (Debian/Ubuntu or Fedora/RHEL)
sudo ./packaging/linux/install-build-deps.sh
cmake -S . -B build -DCMAKE_BUILD_TYPE=Release
cmake --build build --parallel
ctest --test-dir build --output-on-failure
./build/sculptforge # Windows: build\Release\sculptforge.exe · macOS: open build/SculptForge.app
cpack in the build folder makes the platform's packages (.deb/.rpm/.tar.gz, .dmg, or installer and
.zip).
Pipelines & automation
# LOD chain for a game asset
sculptforge-cli -c 'open path=rock.obj; export_lods path=out/rock.glb levels=4 ratio=0.5'
# Concept art or a description -> sculptable 3D model (free, via Hugging Face)
sculptforge-cli -c 'image_to_3d path=hero.png; export_usd path=hero.usdz'
sculptforge-cli -c 'text_to_3d prompt="a stylised dragon head"; export_glb path=dragon.glb'
# Sculpt -> Unreal (static mesh with 4 LODs, 2 m tall)
sculptforge-cli -c 'open path=statue.obj; unreal_send destination=/Game/Props height_cm=200 lods=4'
# Phone capture -> watertight base mesh
sculptforge-cli -c 'open path=scan.ply; splat_transform rotate_x=180 fit=true; splat_clean; splat_to_mesh resolution=256; export_glb path=base.glb'
# Design a brush (free, no key) and save it for the team
sculptforge-cli -c 'brush_ai prompt="weathered stone edges"; brush_save path=stone.sfbrush'
# ...or with a private local model
sculptforge-cli -c 'brush_ai prompt="weathered stone edges" provider=openai-compatible model=qwen3:4b-instruct'
# Review-sheet turntable (8 frames)
sculptforge model.glb --render review/model.png --turntable 8 --size 1024x1024
Run sculptforge-cli --list for every command.
Use with AI tools
SculptForge's tools work from Claude, ChatGPT (Codex CLI), Gemini (Antigravity CLI), Grok (Grok Build), Cursor,
VS Code, JetBrains, Zed and other MCP clients: the AI tool starts sculptforge-cli --mcp on your computer (stdio;
nothing listens on the network). In the app, Help > Connect an AI tool... shows the exact command or settings for
your install, with Copy buttons. Claude Desktop also installs it from a bundle (SculptForge-*.mcpb on each
release).
claude mcp add --scope user sculptforge -- /path/to/sculptforge-cli --mcp # Claude Code
codex mcp add sculptforge -- /path/to/sculptforge-cli --mcp # Codex CLI (sign in with ChatGPT)
Every command is a tool, plus viewport_image (a picture of the scene) and ready-made recipes (MCP prompts). Every
client, your own agent and plain function calling (sculptforge-cli --schema):
the guide.
Controls
The user guide has the full list (it's also in the app: F1 for Controls, Shift+F1 for the guide).
| Action | Input |
|---|---|
| Sculpt | Left-drag on the model |
| Subtract / invert | Hold Alt |
| Smooth | Hold Shift |
| Rotate | Left-drag background, or right-drag |
| Pan | Alt + left-drag background, or middle-drag |
| Zoom | Mouse wheel, Ctrl + middle-drag, or Ctrl + left-drag background when nothing is masked |
| Paint / erase mask | Hold Ctrl / Ctrl+Alt while stroking |
| Invert / clear mask | Ctrl + click / Ctrl + drag on the background |
| Isolate / hide face group | Ctrl+Shift + click / Ctrl+Shift+Alt + click |
| Select a Part | Alt + click it |
| Show all | Ctrl+Shift + click on the background |
| Hide outside / inside a rectangle | Ctrl+Shift + drag / Ctrl+Shift+Alt + drag |
| Pen pressure | Strength (and optionally size); curve and test area in Preferences > Tablet |
| Pen eraser end | Inverts the brush (Ctrl + eraser erases mask); or Smooth / Erase mask |
| Pen side buttons | Lower: right-click (drag to rotate), upper: Alt (invert), third: pan; remappable |
| Brush size | [ / ] |
| Select brush | 1–9, 0 |
| Paint brush / pick colour | P / C |
| Toggle X symmetry / wireframe | X / Shift+F |
| Gizmo: Move / Scale / Rotate / back to Draw | W / E / R / Q (Alt+drag: the gizmo only; Shift snaps) |
| Frame model | F |
| Subdivide | Ctrl+D |
| Undo / Redo | Ctrl+Z / Ctrl+Shift+Z |
| Open / Save project / Save as | Ctrl+O / Ctrl+S / Ctrl+Shift+S |
| Export GLB | Ctrl+E |
| Send to Unreal | Ctrl+U |
Graphics tablets (Wacom, XP-Pen, Huion ...) work through the system's tablet driver on Windows (Windows Ink), macOS and Linux (Wayland / X11). Setup and mappings: docs/tablet.md.
On Linux, SculptForge runs as a native Wayland window (no XWayland, sharp at fractional scales) or on X11.
Project layout
src/core Mesh, BVH, brushes & recipes, layers, undo, subdivision, decimation,
voxel remesh, Gaussian splats, image-to-3D, command registry (no GPU/UI)
src/io File formats: OBJ, FBX, glTF/GLB (+ KHR_gaussian_splatting), PLY, .splat, USDA/USDZ
src/ai AI services (free built-in and bring-your-own): HTTPS client, brush assistant, image/text-to-3D services, Gradio client
src/link Live links to game engines (Unreal Python remote execution)
src/cli sculptforge-cli and its MCP server
src/render OpenGL 3.3 renderer, splat renderer, offscreen capture
src/app SDL3 + Dear ImGui application, scripted demo recorder
src/python Python module (import sculptforge)
packaging Linux desktop/AppStream files, Windows resources, Arch PKGBUILD, Rez package
website Project website (GitHub Pages)
tests Unit tests
Privacy
SculptForge has no telemetry, no account and no servers of its own. AI features are optional and talk directly to the service you choose. See docs/ai-services.md for exactly what is sent where, and for the licences of the AI models.
Membership
SculptForge is free, and nothing in the app is ever paywalled. Member ($5 / month or $48 / year): betas and early builds, the monthly feature vote, Member Requests (one request a month, built first and credited to you), #members on Discord and your name in the credits; the first 100 members are Founding Members, price locked for good. Studio ($300 / month flat for the whole studio, any number of artists; Founding Studio $150 for the first 5 studios): your studio's own isolated build with your assets built in, a pinned version with security fixes, an offline signed installer, support and a private channel. Every release stays free for everyone; bug-fix and security releases go out to everyone the same day.
Contributing
Contributions are welcome: bug reports, brushes, docs and code. Read CONTRIBUTING.md and the Code of Conduct. For questions, tips and showing your work, join the SculptForge Discord; bugs and feature requests go to GitHub issues. Please report security issues privately (see SECURITY.md).
License
Copyright © 2026 The SculptForge contributors.
SculptForge is free software, licensed under the GNU General Public License v3.0 or later. You own everything you make with it; the GPL covers the program, not your models. Third-party components and their licences are listed in THIRD_PARTY_NOTICES.md.
SculptForge is an independent project and is not affiliated with or endorsed by Epic Games, Autodesk, Pixar, the Khronos Group, Hugging Face, Tencent, Microsoft, Stability AI, Anthropic, fal or Meshy. Unreal and Unreal Engine are trademarks of Epic Games, Inc. FBX is a trademark of Autodesk, Inc. glTF is a trademark of the Khronos Group Inc. Other names are trademarks of their respective owners.