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stephaneginier.com

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What is SculptGL?

SculptGL is a free digital sculpting web app made by Stéphane GINIER, hosted on his personal site. It runs in the browser, with source code on GitHub and a standalone download that the site describes as identical to the web version. A Chrome Web Store version also exists.

Its feature set is aimed at 3D artists and hobbyists who want to sculpt without a full desktop suite:

  • Standard brushes: brush, inflate, smooth, twist, drag and others
  • PBR vertex painting with color, roughness and metalness
  • Alpha texture support per tool
  • Multiresolution sculpting with Catmull-Clark/Loop subdivision and reversion
  • Voxel remeshing using SurfaceNets, producing quad-only meshes
  • Dynamic topology with real-time local subdivision and decimation
  • OBJ, PLY and STL import/export, plus vertex color reading
  • Undo/redo

The trade-offs are visible in the notes: dynamic topology works on triangles only and deletes UVs, voxel remeshing can create non-manifold vertices, and naive hole-filling is used for open meshes. UVs are preserved through subdivision and reversion.

If you want a quick trial, open the web app and test a simple workflow: import an OBJ, try multiresolution subdivision, then voxel remesh. That tells you quickly whether its quad-based remeshing fits your pipeline.

For a related tool, the site mentions Sketchfab's fork, Sculptfab, and points to YouTube tutorials for learning. The same developer now works on Nomad Sculpt, a mobile sculpting app for iOS and Android, so SculptGL is best treated as a browser-based option rather than an actively evolving flagship.

How does SculptGL compare to Nomad Sculpt for digital sculpting?

SculptGL and Nomad Sculpt are both by the same developer, but they target different working situations. SculptGL is a browser-based digital sculpting app (also offered as a standalone download and on the Chrome Web Store), while Nomad Sculpt is a sculpting application for iOS and Android. The practical split is desktop browser versus mobile tablet/phone.

Stéphane Ginier

H3 Where each one fits

  • SculptGL suits someone who wants to sculpt without installing a full desktop suite: open a browser, work, and export. Its feature list is unusually complete for a web tool — standard brushes (brush, inflate, smooth, twist, drag), PBR vertex painting with color/roughness/metalness, alpha texture support per tool, multiresolution sculpting with Catmull-Clark/loop quad-tri subdivision and reversion, voxel remeshing via SurfaceNets (quad-only output, uniform quad sizing), dynamic topology for real-time local subdivision and decimation, and OBJ/PLY/STL import/export with vertex color reading.
  • Nomad Sculpt is the current focus of the developer and is built for touch on iOS and Android. If your sculpting happens on an iPad or Android tablet with a stylus, that is the relevant product; the page presents it as the active project rather than a finished archive.

H3 Trade-offs worth knowing before you choose

Consideration SculptGL Nomad Sculpt
Platform Web browser, plus standalone download and Chrome Web Store iOS and Android app
Input style Mouse or pen on a computer Touch and stylus on mobile
Development status Older project; a fork (Sculptfab) exists Currently being worked on
Mesh behavior Voxel remeshing and dynamic topology delete UVs Not detailed on this page

Two SculptGL caveats come straight from the developer's own description: voxel remeshing can produce non-manifold vertices, and in the case of a non-closed mesh a naive hole-filling step runs first. Both remeshing and dynamic topology delete UVs, so if you rely on UVs, plan that workflow around subdivision instead, which retains UVs through both subdivision and reversion.

H3 A concrete way to decide

If you already own an iPad or Android tablet and a stylus, start with Nomad Sculpt — that is where the developer's attention is, and touch sculpting is the point. If you work at a desk, want zero install friction, or need to hand someone a link, SculptGL is the better fit; its export to OBJ, PLY and STL means you can move the result into another tool afterward.

Next step: open SculptGL in a browser and test one voxel remesh on a simple shape, then check whether the resulting topology and lost UVs matter for your pipeline before committing a project to it.

What are the main features of SculptGL for 3D modeling?

SculptGL is a browser-based digital sculpting tool by Stéphane Ginier, with source code on GitHub and a downloadable standalone version that matches the web app. It's aimed at artists who want to sculpt organically — build up, carve, smooth and reshape a model like digital clay — rather than at people doing precision CAD or hard-surface box modeling.

H3 Main features

  • Sculpting brushes: standard tools such as Brush, Inflate, Smooth, Twist and Drag, plus alpha texture support per tool for stamping detail.
  • PBR vertex painting: color, roughness and metalness painted directly onto vertices.
  • Multiresolution sculpting: work at low or high subdivision levels and switch between them while keeping your sculpting changes.
  • Subdivision and reversion: quad-tri subdivision (Catmull-Clark/Loop) and a reversion operation that computes the opposite of subdivision where possible; both keep UVs.
  • Voxel remeshing: uses the SurfaceNets algorithm to produce a quad-only mesh, with uniform quad sizing. For non-closed meshes it first runs a naive hole-filling step. It deletes UVs, and can create non-manifold vertices.
  • Dynamic topology: triangle-based, real-time local subdivision and decimation. It also deletes UVs.
  • File support: OBJ, PLY and STL import/export, and it reads vertex color.
  • Undo/redo support.

H3 Trade-offs to know before you start

The two remeshing paths are the main decision point. Voxel remeshing gives you clean, evenly sized quads and is good for restarting topology on a rough shape — but it wipes UVs and may introduce non-manifold vertices. Dynamic topology is faster for adding or removing triangles exactly where you're working, which suits detail passes, but it produces triangles and also discards UVs. If your model already has UVs you care about, stay in multiresolution mode, where subdivision and reversion preserve them.

A practical workflow: block out the form, voxel-remesh to get a uniform quad base, sculpt at increasing subdivision levels, then export to OBJ or PLY for texturing elsewhere. If you only want to try it without installing anything, the web version is the quickest route; the standalone download is identical.

Sculptfab is a fork of an older SculptGL version with a redesigned interface, hosted at Sketchfab.

How can I download and install SculptGL?

SculptGL is a browser-based sculpting tool, so "installing" it is mostly a matter of choosing between running it in a tab or downloading a standalone copy. Both options are offered from the developer's site, Stéphane Ginier's homepage.

Two ways to get it

Run it in the browser. The web version needs no installation. Open the app, let it load, and start sculpting; your work lives in the page session, so export your model before closing the tab.

Download the standalone version. The site links a downloadable build that the developer describes as identical to the web version. This is the better choice if you want a local copy, work offline, or avoid browser tab clutter. There is also a Chrome Web Store listing if you prefer installing through the browser.

Practical steps

  1. Go to the homepage and find the SculptGL section.
  2. Pick the web app or the standalone download link.
  3. If you download it, unzip the folder and open the HTML file in a modern desktop browser — it runs on WebGL, so a reasonably current Chrome, Firefox or Edge is the safe bet.
  4. Check that sculpting responds before starting a long session; if the canvas is blank or slow, your browser's hardware acceleration is the usual culprit.

Which should you pick?

Situation Better option
Quick test, no files on disk Web version
Offline or unstable connection Standalone download
You want source access or to modify it Source repository linked from the site
You want a redesigned interface Sculptfab, a fork noted on the page

A useful next step: once it loads, import an OBJ, PLY or STL file to confirm everything works, since those are the formats the app reads and writes. If you are evaluating it for a project, note that the page mentions a non-manifold vertex limitation in voxel remeshing and that dynamic topology is triangles-only — worth knowing before you commit a workflow to it.

What are some common use cases for SculptGL in 3D art and design?

SculptGL is a browser-based digital sculpting tool, so its main value is fast, install-free modeling. It fits best when you want to shape organic forms, test ideas, or teach sculpting concepts without opening a full desktop pipeline.

Common use cases

  • Concept sculpting and blockouts. Artists rough out creatures, characters, props, or environments using brushes like Brush, Inflate, Smooth, Twist, and Drag. Multiresolution sculpting lets you move between low- and high-poly levels while keeping changes and UVs, which suits iterative form-finding.
  • Organic detail and surface work. Voxel remeshing with the SurfaceNets algorithm produces quad-only meshes and uniform quad sizes, useful for cleaning up a rough blockout before adding finer detail. Dynamic topology adds or removes triangles locally in real time for free-form detailing.
  • Vertex painting and look development. PBR vertex painting (color, roughness, metalness) with per-tool alpha textures lets you preview material variation directly on the sculpt, useful for quick color studies or game-asset mockups.
  • Education and demos. Because it runs in a browser, it is easy to share in a classroom, workshop, or portfolio review. Students can follow along without installing software, and the short tutorial set linked from the site supports self-paced learning.
  • Asset preparation for export. OBJ, PLY, and STL import/export plus vertex-color reading make it practical for moving a sculpt into another tool or for 3D printing workflows, though dynamic topology deletes UVs, so plan UV work after heavy remeshing.
  • Prototyping for mobile sculpting. The same developer works on Nomad Sculpt for iOS and Android, so SculptGL can serve as a low-commitment way to try sculpting before moving to a mobile app.

Trade-offs to weigh

Use case Why SculptGL fits What to watch
Quick concept sculpt No install, immediate start Less polished than dedicated desktop sculpting suites
Quad-based remeshing Voxel remeshing yields quad-only meshes Non-closed meshes get naive hole filling; non-manifold vertices can appear
Painting and material preview PBR vertex painting with alpha textures Vertex color is not the same as UV texture painting
Export to other tools OBJ, PLY, STL support Dynamic topology and voxel remeshing delete UVs
Learning sculpting Browser access and tutorials Advanced pipeline features are limited

A practical next step

If you are deciding whether to use it, pick one small task: sculpt a rough creature head, remesh it to quads, paint a simple PBR color pass, and export as OBJ. If that loop feels smooth, SculptGL can handle early-stage concept work; if you need production retopology, UV texturing, or rigging, treat it as a starting point and move the mesh into a fuller pipeline. The developer's page also points to Sculptfab, a forked version with a redesigned interface, and to Stéphane Ginier's homepage for the main project and downloads.

Where can I find tutorials and resources to learn SculptGL?

The most direct tutorial resource is linked from the SculptGL section of Stéphane Ginier's homepage: it points to a set of tutorials hosted on YouTube channels. That is the starting point the creator himself recommends, so it is worth checking first before searching elsewhere.

Other resources on the same page

  • The web app itself — SculptGL runs in the browser, so you can open it and follow along with any video without installing anything.
  • A standalone download — the page notes a downloadable version identical to the web version, useful if you want to work offline or avoid browser quirks.
  • Source code on GitHub — linked from the page for anyone who wants to read how the sculpting tools are implemented.
  • The Chrome Web Store listing — an alternative way to launch the app.
  • Sculptfab — described on the page as a Sketchfab fork of an older SculptGL version with a new design. Its interface differs from current SculptGL, so tutorials for one may not map cleanly onto the other.

A practical next step

If you are new to digital sculpting, start with the standard brushes (Brush, Inflate, Smooth, Twist, Drag) on a simple sphere before touching multiresolution subdivision or voxel remeshing — those features change the mesh structure and are easier to understand once basic brush control feels natural. Keep the feature list on the homepage open as a checklist: PBR vertex painting, alpha textures per tool, dynamic topology, and OBJ/PLY/STL import-export are all things you can practise deliberately rather than discover by accident.

Choosing between resources

If you want… Go to
Guided video instruction The tutorial links on the homepage
Hands-on practice immediately The in-browser app
Offline use The standalone download
To understand or modify the tool The GitHub source
A different interface style Sculptfab, with the caveat above

For community help beyond the creator's own links, general 3D sculpting forums and communities are often more active than any single app's documentation, and the techniques transfer reasonably well between sculpting tools.

Related questions

More questions →
What is stephaneginier.com?

stephaneginier.com is the personal website of Stéphane Ginier, a developer who builds digital sculpting tools. The site is a simple portfolio-style homepage that links to his projects, most notably Nomad Sculpt and SculptGL. It does not sell anything directly, though a PayPal signal appears on the page; the main value is access to web apps, downloads, tutorials, and source code.

What you'll find on the site

The homepage is organized as a short project list rather than a blog or store. Each entry points to a tool, a download, or an external channel.

  • Nomad Sculpt — described as a sculpting application for iOS and Android, listed as currently in development.
  • SculptGL — a digital sculpting web app, with sources on GitHub, a standalone download, a Chrome Web Store listing, and tutorial links on a YouTube channel.
  • Sculptfab — noted as a fork of the old SculptGL version by Sketchfab with a new design.
  • EditSDF — a smaller experimental project for raymarched signed distance fields, described as less polished and somewhat clunky in its GUI.
  • Contact — an email address, [email protected], plus a copyright line dated 2020.

SculptGL: the main web tool

SculptGL is the most detailed project on the page. It runs in the browser and also has a standalone version described as identical to the web version.

Sculpting and painting features

  • Standard sculpting tools: Brush, Inflate, Smooth, Twist, Drag, and others.
  • PBR vertex painting covering color, roughness, and metalness.
  • Alpha texture support for each tool.
  • Multiresolution sculpting with quad-tri subdivision (Catmull-Clark/Loop) and reversion, which computes the opposite of subdivision where possible.
  • Navigating between low and high poly subdivision levels retains sculpting changes and keeps UVs for both reversion and subdivision.

Remeshing and topology

  • Voxel remeshing uses the SurfaceNets meshing algorithm and produces a quad-only mesh.
  • Uniform remeshing keeps quads the same size.
  • Voxel remeshing can create non-manifold vertices; for a non-closed mesh, a naive hole-filling algorithm runs first.
  • Voxel remeshing deletes UVs.
  • Dynamic topology works on triangles only, operates in real time, and supports local subdivision (creating new triangles) and local decimation (deleting triangles). It also deletes UVs.

Import, export, and performance

  • Supports OBJ, PLY, and STL import/export.
  • Reads vertex color.
  • Optimizes post and pre transform cache using a tipsy algorithm.
  • Includes undo/redo support.

When this site is useful to you

  • You want a browser-based sculpting tool and prefer something you can try without installing anything — SculptGL fits that, with a standalone download if you'd rather run it locally.
  • You work on iOS or Android and are looking for Nomad Sculpt, which the page lists as the current focus.
  • You want the source code or a Chrome Web Store install for SculptGL, both of which are linked from the page.
  • You're curious about experimental graphics work like EditSDF, keeping in mind the author's own note that it's less polished.

If you need tutorials, the page points to a YouTube channel rather than hosting them itself. For anything else, the listed contact is the email address above.

What is SculptGL and what features does it offer?

SculptGL is a digital sculpting web app created by Stéphane Ginier, available directly in the browser and also as a standalone download that is identical to the web version. It is aimed at 3D artists and hobbyists who want to sculpt, paint, and remesh models without leaving the browser. The same developer is currently working on Nomad Sculpt, a sculpting application for iOS and Android, but SculptGL remains the browser-based tool documented on stephaneginier.com.

Core sculpting tools

SculptGL ships with a standard set of sculpting brushes:

  • Brush
  • Inflate
  • Smooth
  • Twist
  • Drag
  • and other standard tools

These cover the typical workflow of building up and refining a mesh by hand.

Painting and texturing

Beyond geometry, SculptGL supports PBR vertex painting, letting you set color, roughness, and metalness per vertex. Each tool can also use an alpha texture, so brush strokes can follow a stamped shape rather than a plain falloff.

Multiresolution sculpting

Multiresolution sculpting lets you work across subdivision levels while keeping your edits:

  • Quad-tri subdivision using catmull-clark or loop schemes
  • Reversion, which computes the opposite of subdivision where possible
  • Navigating between low and high poly subdivision levels retains sculpting changes
  • UVs are kept through both reversion and subdivision

This is useful when you want to block out a shape at low resolution and then add detail at higher levels without losing the base.

Remeshing and topology

Two remeshing approaches are available:

Voxel remeshing uses the SurfaceNets meshing algorithm and produces a quad-only mesh. It can generate uniform remeshing where quads all have the same size. Two caveats are worth knowing: it can create non-manifold vertices, and for a non-closed mesh a naive hole-filling algorithm runs first. Voxel remeshing deletes UVs.

Dynamic topology works on triangles only and operates in real time. It performs local subdivision (creating new triangles) and local decimation (deleting triangles). Like voxel remeshing, it deletes UVs.

Import and export

SculptGL supports OBJ, PLY, and STL for both import and export. It reads vertex color, and it optimizes post and pre transform cache using a tipsy algorithm. Undo/redo is supported throughout.

Where to get it and related projects

  • The web app runs in the browser; a standalone version is available for download and is identical to the web version.
  • Sources are available on GitHub.
  • It is also published on the Chrome Web Store.
  • A set of tutorials is available on a YouTube channel linked from the site.
  • Sketchfab made a fork of the old SculptGL version with a new design, called Sculptfab.

The site also mentions EditSDF, a smaller experimental project for raymarched signed distance fields. It is described as less polished than SculptGL and somewhat clunky in its GUI, but was fun to make.

Who it is for

SculptGL suits anyone who wants a free, browser-accessible sculpting tool with PBR vertex painting, multiresolution workflows, and remeshing, and who is comfortable with the limitation that remeshing operations discard UVs. If you need a mobile-native sculpting app instead, the developer's newer project Nomad Sculpt targets iOS and Android.

What is Nomad Sculpt and which platforms does it support?

Nomad Sculpt is a digital sculpting application for iOS and Android, developed by Stéphane Ginier. According to his personal website, he is currently working on it. If you want a mobile sculpting tool from the same developer, Nomad Sculpt is the one built for phones and tablets; if you want a browser-based or desktop option, his other project SculptGL is the relevant one.

What the site tells us about Nomad Sculpt

The homepage lists Nomad Sculpt under "Currently working on" and describes it in one line: "a sculpting application for iOS and Android." That is the full extent of the product information available on the page — no version numbers, pricing, feature list, or release dates are given there.

What can be stated with confidence:

  • Platforms: iOS and Android.
  • Status: In development at the time the page was written (the site footer is dated 2020).
  • Developer: Stéphane Ginier.

What cannot be confirmed from this source: whether it is free or paid, what sculpting tools it includes, whether it supports file import/export, or how it compares feature-by-feature with SculptGL. The site does not say.

How it relates to the developer's other tools

The same page describes two other projects, which helps place Nomad Sculpt in context:

Project Type Platform Notes from the site
Nomad Sculpt Sculpting application iOS, Android Currently in development
SculptGL Digital sculpting web app Browser (also standalone download, Chrome Web Store) Source on GitHub; tutorials on a YouTube channel; a fork called Sculptfab exists
EditSDF Raymarched signed distance field experiment Not specified Described as less polished and "a bit clunky"

SculptGL's feature list on the page is detailed — brush, inflate, smooth, twist, drag and other standard tools; PBR vertex painting (color, roughness, metalness); alpha texture support per tool; multiresolution sculpting with Catmull-Clark/Loop subdivision and reversion; voxel remeshing via SurfaceNets; dynamic topology; OBJ/PLY/STL import/export; undo/redo. None of this is claimed for Nomad Sculpt on the page, so it should not be assumed to carry over.

Choosing between them

  • Pick Nomad Sculpt if you need to sculpt on an iPhone, iPad, or Android device and want the developer's current mobile-focused project.
  • Pick SculptGL if you want to sculpt in a browser or as a standalone desktop download, need the documented feature set above, or want access to the source code.
  • Check elsewhere for Nomad Sculpt specifics — app store listings are the appropriate place for current price, device requirements, and feature details, since the homepage does not provide them.

Practical notes

The site offers no download link, pricing, or system requirements for Nomad Sculpt, so anyone evaluating it should treat the homepage as a pointer rather than a spec sheet. For SculptGL, the page does provide concrete entry points: a standalone download, the Chrome Web Store, GitHub for sources, and a YouTube channel with tutorials. Contact for the developer is listed as [email protected], and PayPal appears as a payment platform on the site.

How to Download or Access SculptGL

SculptGL is available in four ways: as a standalone download that is identical to the web version, as a web app, as a Chrome Web Store extension, and as a redesigned fork called Sculptfab hosted by Sketchfab. The source code is also on GitHub if you want to build or modify it yourself. Which route you pick depends on whether you want an offline copy, the latest code, or a different interface.

Standalone download

The site states that if you want a standalone version, you can download it directly, and that it is identical to the web version. So there is no feature trade-off between running it locally and running it in the browser — the difference is only offline access and how you launch it.

Web app and Chrome Web Store

SculptGL runs as a digital sculpting web app, so you can use it without installing anything. It is also listed on the Chrome Web Store, which is the option to choose if you prefer launching it from the browser's app interface rather than a URL.

Sources on GitHub

The sources are available on GitHub. This is the route for you if you want to inspect the code, build your own copy, or adapt it — not if you just want to sculpt.

Sculptfab (Sketchfab fork)

Sketchfab made a fork of the old SculptGL version with a new design, called Sculptfab. Note the wording: it is based on the old SculptGL version, so it is a design alternative rather than a newer build of the current app.

Quick comparison

Route Best for Caveat
Standalone download Offline use Identical to web version, no extra features
Web app Immediate use, no install Requires a browser
Chrome Web Store Launching as a browser app Chrome ecosystem
GitHub sources Building or modifying You handle the build
Sculptfab A different interface Fork of the old version

What you get once it is running

The main features listed for SculptGL include:

  • Sculpting tools — standard tools such as Brush, Inflate, Smooth, Twist, and Drag
  • PBR vertex painting — color, roughness, and metalness
  • Alpha texture support for each tool
  • Multiresolution sculpting — quad-tri subdivision (Catmull-Clark/Loop) and reversion, keeping UVs through both subdivision and reversion, with sculpting changes retained when navigating between low and high poly subdivision levels
  • Voxel remeshing — uses the SurfaceNets meshing algorithm to produce a quad-only mesh, with uniform remeshing so quads share the same size
  • Dynamic topology — triangles only, operating in real time, with local subdivision and local decimation
  • Import/export — OBJ, PLY, and STL, and it reads vertex color

Two limitations worth knowing before you commit: voxel remeshing can create non-manifold vertices, and for a non-closed mesh a naive hole-filling algorithm runs first. Both dynamic topology and voxel remeshing delete UVs.

Tutorials

If you want guided instruction rather than documentation, the site points to a set of tutorials on YouTube channels. That is the place to start if the feature list above is unfamiliar.

Where to Find SculptGL Tutorials

SculptGL tutorials are linked directly from the SculptGL section of stephaneginier.com, which points to a set of tutorials on YouTube channels. If you want to learn the sculpting tools and workflow, that YouTube link is the starting point the site itself provides.

What the Site Offers

The SculptGL section on stephaneginier.com describes the app and its features, then states: "You can find a set of tutorials below on this youtube channels." So the tutorials are not hosted on the site itself — they are external YouTube videos linked from the page.

The site also notes that SculptGL is available on the Chrome Web Store, and that a standalone version can be downloaded (described as identical to the web version). A fork of the old SculptGL version with a new design, called Sculptfab, was made by Sketchfab.

What the Tutorials Cover

Based on the feature list on the same page, tutorials linked there would relate to the sculpting tools and workflow, including:

  • Standard sculpting tools — Brush, Inflate, Smooth, Twist, Drag, and others
  • PBR vertex painting — color, roughness, and metalness
  • Alpha texture support for each tool
  • Multiresolution sculpting — quad-tri subdivision (Catmull-Clark/Loop) and reversion
  • Voxel remeshing — using the SurfaceNets meshing algorithm to produce quad-only meshes
  • Dynamic topology — real-time local subdivision and decimation (triangles only)
  • Import/export — OBJ, PLY, and STL formats

How to Get There

  1. Go to stephaneginier.com.
  2. Find the SculptGL section on the page.
  3. Follow the YouTube link provided there for the tutorial set.

The page also links to the SculptGL source on GitHub and the Chrome Web Store listing, so you can move between learning and using the tool from the same section.

A Note on Scope

The site describes SculptGL as a digital sculpting web app with sources on GitHub. The tutorials are presented as a set on YouTube channels rather than a structured course, so expect a collection of videos rather than a single curriculum. For the standalone version, the site says the download is identical to the web version — so tutorials for the web app should apply to it as well.

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