Texture painting on UV maps
- Paint into a texture on the model's UVs instead of its vertices, so the colour detail comes from the texture
(1K, 2K, 4K or 8K), not from the mesh density (Tool > Texture Map > New Texture,
texture_create). The Paint brush, Rgb sculpting, fills, cavity paint, colour picking (C), mask, hidden faces, symmetry and pen pressure work as for polypaint; texture strokes never paint through to the far side. A few texels of padding around every UV island keep seams invisible. - Vertex / Texture toggle on the top shelf (and in the Color, Paint Layers and Texture Map palettes) chooses
where paint goes per SubTool (
paint_target). The viewport multiplies the texture with the polypaint over the material; Show texture hides it. - The Paint Layers palette works on the texture's own layer stack: blend modes, opacity, visibility, lock, duplicate, merge down, flatten, clear and fill, composited only where something changed.
- One undo step per stroke, storing just the 64x64 tiles it touched (counted in the undo memory budget). Layer edits (add, duplicate, clear, fill, merge, flatten, delete, settings) store only the tiles they changed, and a tile of one colour costs 4 bytes: a stroke on a new 4K layer takes under a kilobyte of undo, not 64 MB.
- Interactive at 4K on a 1.3M-triangle mesh: a dab visits only the triangles under the brush and uploads only the changed rectangle of the texture.
- Auto UV (Tool > Texture Map,
uv_auto): automatic UV unwrapping with xatlas (MIT, vendored in third_party/xatlas), running in the background with progress. Show UVs draws the texture with the UV layout. - Polypaint > Texture and Texture > Polypaint (
texture_from_polypaint,polypaint_from_texture), Import and Export Texture (PNG;texture_import,texture_export), Delete Texture (texture_delete). - Projects save textures and their layers (project format 3; version 1 and 2 projects still open, and older SculptForge versions refuse format 3 files instead of dropping the paint).
- Exports write the texture next to the model: OBJ with a
.mtl(map_Kd), glTF/GLB with an embedded base colour texture, USD with a preview material, FBX and GoZ with the PNG beside the file. - Subdivide, decimate, split and duplicate keep the texture with the UVs.
Downloads
New here? install/ explains
which file to pick, or install with one command:
curl -fsSL https://raw.githubusercontent.com/islandmed/SculptForge/main/install/install.sh | sh (macOS / Linux),
irm https://raw.githubusercontent.com/islandmed/SculptForge/main/install/install.ps1 | iex (Windows PowerShell).
Each file is also attached without its version number (e.g. SculptForge-macos.dmg) so links to
releases/latest/download/... always get the newest build.
| Platform | File |
|---|---|
| Windows 10/11 (x64) | SculptForge-…-windows-x86_64.exe (installer) or .zip (portable) |
| macOS 11+ (Apple Silicon and Intel) | SculptForge-…-darwin-universal.dmg |
| Ubuntu / Debian / Mint / Pop!_OS | sculptforge_…_amd64.deb or …_arm64.deb |
| Fedora / RHEL / Rocky / Alma 8+ | sculptforge-…x86_64.rpm or …aarch64.rpm |
| Studio pipelines (VFX Reference Platform) | SculptForge-…-linux-…-vfx2026.tar.gz (GCC 14.2, glibc 2.28) or …-vfx2027.tar.gz (glibc 2.34), with the Python 3.13 module |
| Any Linux | SculptForge-…-linux-x86_64.AppImage or …-arm64.AppImage |
| Arch Linux | yay -S sculptforge (AUR) |
The builds are not code-signed yet. macOS: right-click the app → Open the first time.
Windows: if SmartScreen appears, choose More info → Run anyway. Checksums are in SHA256SUMS.txt.