Maquette to performance: scan a clay maquette with your phone, sculpt on the scan,
give the head its facial shapes and drive them with your own face. Everything that changed ·
changelog
Your phone is the scanner new in 0.9
Scan the QR code in File > Capture from phone, walk round an object for half a minute, and the
Gaussian splat trains on your own graphics card, sharpening in the viewport while you orbit. No app, no
account. Phone capture ·
Scan to splat
Make sculptable new in 0.9
One click turns a scan into a watertight quad mesh with its colours, with edge loops round the eyes
and mouth when it's a head: a production asset, not a point cloud.
From scan to sculptable
Facial shapes in one click new in 0.9
Generate the 52 ARKit blend shapes on any sculpted head, fitted to its proportions, then fix them by
sculpting. They export with their names to GLB, USD, FBX and Blender.
Facial shapes
Drive the face live, see it on your desk new in 0.9
Point your phone at your face and the character makes your expressions in real time; record takes
and bake them to animation. View in AR stands your sculpt on your real desk.
How it works
Bring your ZTools over new in 0.8.1
A free plug-in for ZBrush converts a ZTool once, then SculptForge opens the .ZTL with every SubTool,
polygroups, polypaint, mask and UVs. Plus faster texture painting and ZBrush's Ctrl mask brushes.
How it works
Dynamic topology new in 0.8
Turn on Dynamic and the brush adds triangles where it needs detail and removes them where it doesn't,
like ZBrush's Sculptris Pro: pull a sphere into horns or fingers without stretching, with mirrored
triangles under symmetry. How it works
Vector displacement brushes new in 0.8
One drag stamps a whole shape with overhangs: horns that lean, ears that curl, scales that overlap.
Make your own from a VDM plane, or use the EXRs Blender makes.
VDM brushes
QRemesh Guides new in 0.8
Draw curves on the model and QRemesh's edge loops follow them, round the eyes and the mouth.
Sculpt layers now work on every subdivision level too.
Retopology
ZBrush's keys by default new in 0.7
S, U, I and O open Draw Size, Z Intensity, RGB Intensity and Focal Shift under the cursor, Space
opens the QuickMenu, and B C B, B D S, B M V pick brushes as in ZBrush.
Coming from ZBrush
Works with Blender new in 0.7
A free add-on sends the selected objects to SculptForge in one click, and one click sends them back
into the same objects with transforms, UVs, colours, mask and face sets.
How it works
ZBrush's gestures new in 0.7
Ctrl+click blurs the mask and Ctrl+Alt+click sharpens it, Shift mid-stroke draws a straight line,
Focal Shift shapes the falloff, and Smooth keeps its own strength. The old keys are one setting
away.
Half the memory new in 0.6
A 33 million triangle sculpt with all its subdivision levels fits in 3.4 GB instead of 5.6, and
Divide is limited only by your memory: past 100 million triangles on a 32 GB laptop.
A view twice as fast new in 0.6
Only what you can see is drawn. A 33 million triangle model turns at 109 fps with 4x antialiasing
and 270 fps with Fast Navigation, on a laptop's integrated graphics.
Quicker brushes on huge meshes new in 0.6
A medium dab on 33 million triangles takes about 7.5 ms, big brushes about 45 ms, and masking and
painting are about twice as fast. Opening a big project is twice as fast too.
Prints at the right size new in 0.6
STL export is in millimetres with Z up, as slicers expect, with a print height option. Downloaded
print models open upright and at their real size.
Update notifications new in 0.6
A small banner tells you when a new version is out, with what's in it. One small file once a day,
nothing about you is sent, and one switch turns it off.
Subdivision levels new in 0.5
Divide, then step down for big forms and back up for detail, like ZBrush's SDiv. Changes at a low
level carry up to the detail; Reconstruct Subdiv and Del Lower / Higher are there too.
QRemesh and ProjectAll new in 0.5
Turn any sculpt into clean quads with edge loops that follow the forms, near a target count, then
project the sculpted detail and polypaint back onto the divided quads.
Map baking new in 0.5
Bake normal, displacement, AO, cavity and colour maps from the high-poly to the low-poly with
MikkTSpace tangents, preview them in the viewport and send them to Unreal.
Gizmo 3D new in 0.5
W, E and R move, scale and rotate a SubTool or just its unmasked part, with soft falloff for posing
limbs. Transpose All moves every SubTool at once.
Texture painting on UVs new in 0.4.2
Paint into a 1K to 8K texture instead of the vertices, so colour detail no longer depends on the
mesh. Auto UV unwraps any sculpt, paint layers work on textures, and exports carry the texture.
Navigation like ZBrush
Free rotation that rolls over the top, Shift to snap to front, side or top views, and Alt+drag then
release Alt to zoom. Prefer an upright turntable? It's one setting away.
Lasso and rectangle masking
MaskLasso and MaskRect: Ctrl+drag a shape to mask what's inside, Ctrl+Alt to unmask. SelectLasso
isolates or hides any free-hand area with Ctrl+Shift.
Paint layers with blend modes
Photoshop-style polypaint layers: Multiply, Screen, Overlay, Soft Light and more, each with its own
opacity, lock and visibility. Something ZBrush has never had.
Quads stay quads
Models from ZBrush, OBJ, FBX or USD keep their quads in the wireframe and on export. Subdivide makes
quads, and voxel remesh gives an even quad grid.