SculptForge

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SUMMARY

The free, open-source alternative to ZBrush. Sculpting for Linux, macOS and Windows with free built-in AI (image/text to 3D), Send to Unreal, game-ready LODs, Gaussian splats and OpenUSD.

README.md

SculptForge logo

SculptForge

The free, open-source alternative to ZBrush.
Digital sculpting for VFX, animation and games on Linux, macOS and Windows, with free built-in AI:
an AI brush creator and image/text to 3D.

CI Latest release License: GPL-3.0-or-later Platforms

Website & demo videos · Download · User guide · Features · Build from source · Contribute

Weathering a detailed lion head with symmetry and turning it to stone in SculptForge

SculptForge is a free, open-source alternative to ZBrush: a focused sculpting app with the brushes, symmetry and
navigation ZBrush artists 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.

Coming from ZBrush?

SculptForge ZBrush
Price Free, forever Subscription
Source code Open (GPL-3.0) Closed
Linux Native Not available
Familiar brushes, symmetry, Alt/Shift modifiers Yes Yes
Send to Unreal, LOD chains, blend shapes → morph targets Built in Via plugins / export
Image or text → sculptable 3D model Built in (free models) No
Gaussian splats, OpenUSD / USDZ Built in No
AI agents (MCP), headless scripting Built in ZScript
Masking, polygroups, visibility (Ctrl / Ctrl+Shift, lasso or rectangle), polypaint, MatCaps Yes Yes
Polypaint layers with blend modes (Multiply, Overlay, Screen...) Yes (new in 0.4) Opacity only
Texture painting on UVs (1K-8K, same paint layers), automatic UV unwrap Yes (new in 0.5) Polypaint, converted to a texture
Automatic quad retopology (ZRemesher-style) and ProjectAll detail transfer Yes (new in 0.5) Yes
Quads kept from import, shown and exported as quads Yes (new in 0.4) Yes
SubTools (separate meshes: append, split, merge, solo, Alt+click to select) Yes (new in 0.3) Yes
Gizmo 3D: move, scale, rotate and pose (masked parts, soft joints, Transpose All) Yes (new in 0.5) Yes
GoZ exchange with ZBrush Yes (new in 0.2; not yet tested against a live ZBrush) Yes
Multiresolution (subdivision levels), dynamic topology, UV editing Not yet (roadmap) Yes

SculptForge doesn't read ZBrush's proprietary .ZTL/.ZPR files directly. Bring models over with GoZ (.GoZ
files keep polygroups, mask and polypaint), as OBJ, FBX or GLB, or convert a ZTool library once with the
ZTool Export plug-in for ZBrush, after which SculptForge opens the .ZTL files.

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 (Sculptris Pro style: brushes add triangles where they need them),
vector displacement brushes, QRemesh Guides and sculpt layers on every subdivision level; 0.7 follows ZBrush's
keys and gestures by default and adds a Blender bridge add-on; 0.6 halved the memory and made the view twice as
fast on huge meshes (see the changelog).

Features

A ZBrush-style interface

  • Shelves around the canvas, alphabetical palettes holding every tool, a LightBox (,) 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 with Store Config. 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, Dam Standard, Clay Buildup, Snake Hook, Trim,
    Layer and Nudge brushes; X/Y/Z symmetry; tablet pressure; ZBrush-style 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 polygroup) that every brush
    respects.
  • Polygroups and visibility the ZBrush way: auto groups, Ctrl+Shift isolate / hide, rectangle hide, delete
    hidden.
  • SubTools: 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 polygroup or
    by piece), and Alt+click a SubTool to select it. Projects, OBJ, glTF, FBX, USD and GoZ keep them as separate
    objects.
  • Gizmo 3D (W Move, E Scale, R Rotate): move, scale and rotate a SubTool, or only its unmasked part with a
    soft falloff for posing a limb at its joint; Shift snapping, numeric entry, All SubTools, one undo step per drag.
  • Polypaint (Paint brush, RGB while sculpting, fills, cavity paint) and six MatCap 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; polypaint and texture convert both ways, and OBJ, glTF,
    USD, FBX and GoZ 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 (DynaMesh-style) and quadric decimation.
  • QRemesh quad retopology (ZRemesher-style: target count, Adaptive Size, Keep Groups, polypaint density,
    symmetry) and ProjectAll 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
    .sfbrush files or one-line brush codes (right-click > Copy brush code, Ctrl+V to paste one). Studios share
    a folder through SCULPTFORGE_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.

ZBrush interchange

  • .GoZ import/export with polygroups, mask, polypaint and UVs, and a GoZ bridge (Send / Receive) on Windows and
    macOS. Every visible SubTool goes over as its own ZBrush SubTool. See docs/goz.md; the live bridge hasn't been tested against a running ZBrush yet.

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, glTF KHR_gaussian_splatting and OpenUSD
    ParticleField3DGaussianSplat.

Automation

  • sculptforge-cli runs 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).
Brush Lab: an AI-designed cracked-mud brush carved into a plane LOD chain preview with wireframe and the Game Ready panel
Brush Lab: "dry cracked mud", designed by a local model One-click LODs, blend shapes and Send to Unreal

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. 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.

Let an AI agent sculpt (MCP)

claude mcp add sculptforge -- /path/to/sculptforge-cli --mcp      # Claude Code

For Claude Desktop or other MCP clients, add a stdio server whose command is sculptforge-cli with the
argument --mcp. The agent gets every command as a tool and works on one live scene per session.

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 polygroup Ctrl+Shift + click / Ctrl+Shift+Alt + click
Select a SubTool 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 3D: 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.

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.

Contributing

Contributions are welcome: bug reports, brushes, docs and code. Read CONTRIBUTING.md
and the Code of Conduct. 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 Maxon, Epic Games,
Autodesk, Pixar, the Khronos Group, Hugging Face, Tencent, Microsoft, Stability AI, Anthropic, fal or Meshy.
ZBrush is a trademark of Maxon. 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.

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