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3D Module

Sculpt

Digital Sculpting

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Overview

Professional 3D sculpting with dynamic topology, multi-resolution editing, and industry-standard brush tools.

Sculpt brings professional digital sculpting to your browser. With over 30 specialized brushes, dynamic topology, and multi-resolution editing, you can create anything from stylized characters to photorealistic creatures. The integrated armature system lets you pose your models, while advanced masking and polygroup tools give you precise control over your mesh.

Back the Project

Sculpt is free to use — no backing, no subscription.

Category3D
Features8
Version0.7.3

Key Features

Dynamic topology & subdivision

30+ sculpting brushes

Multi-resolution workflow

Masking & polygroups

Armature posing

PBR material preview

OBJ/FBX/GLTF export

Tablet pressure support

Screenshot

aukimi Sculpt - Digital Sculpting

Gallery

aukimi Sculpt — Screenshot 1
aukimi Sculpt — Screenshot 2
aukimi Sculpt — Screenshot 3
aukimi Sculpt — Screenshot 4

Frequently Asked Questions

Does sculpting really run in a browser?

Yes. The viewport is Babylon.js on WebGPU, falling back to WebGL2, and the sculpting runs on your machine rather than on a server. What limits you is your own GPU and memory, not a network round trip.

How dense a mesh can I sculpt?

Dynamic topology adds detail where you are working, and the multi-resolution workflow lets you block out at a low level and refine higher. Very heavy meshes are bounded by the memory the browser tab is allowed, so a machine with more RAM sculpts heavier.

Which formats can I import and export?

OBJ, FBX and glTF/GLB in and out. GLB is the one that carries materials with it, and it is also what the native game build consumes.

Is there pressure support for a pen?

Yes — brush size and strength follow pen pressure, across more than thirty brushes. Masking and polygroups work the way you would expect from a desktop sculpting tool.

What happens after sculpting — how do I get a game-ready model?

Retopo builds the clean low-poly version and generates LODs, Pigment paints it across PBR channels, and Engine takes it from there. None of those steps needs an export and reimport.

Can I pose the model here?

Armature posing is built in, which is enough for a sculpt pose or a turnaround. Full animation belongs in Animate, which reads the same armature.

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Works Well With