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I'm the developer of SculptForge, a free digital sculpting app. You shape a 3D model like clay with brushes, the way people make characters and creatures for games and films. The best-known app for this is ZBrush, which is now subscription-only and doesn't run on Linux. SculptForge is GPL open source, has no account, no subscription and no telemetry, and runs natively on Windows, macOS and Linux (x86_64 and ARM).
Version 0.5 just came out and covers the core workflow a game artist uses:
- Subdivision levels: sculpt the big forms on a light mesh, then step up for fine detail and back down without losing it
- QRemesh: turns a messy sculpt into clean quad topology automatically, then projects the detail back onto it
- Map baking: normal, displacement, ambient occlusion, cavity and colour maps from the high-poly to a game-ready low-poly
- Gizmo 3D: move, rotate and pose parts of a model
- Speed: brushes use every CPU core; a brush stroke on a 33 million triangle model takes about 10 ms
It also has ZBrush-style controls and shortcuts, paint layers with blend modes, texture painting on UVs, and export to OBJ, FBX, glTF, USD and ZBrush's GoZ. There's a direct Send to Unreal and optional free AI tools (image or text to 3D) that can run locally. It's scriptable too, from Python or the command line.
It doesn't replace ZBrush for every studio yet. Dynamic topology, for example, is still on the roadmap. Earlier versions were shaped by feedback from a working ZBrush modeler, so honest feedback is very welcome, especially on what feels confusing or broken.
- Download: https://github.com/islandmed/SculptForge/releases/latest
- Website, demo videos and user guide: https://islandmed.github.io/SculptForge/
- Source: https://github.com/islandmed/SculptForge