drag to paint the protected region · dims in the viewport
Two ways. Draw axis is the classic one: draw a line, then bend, slide or swell the form about it — fewest steps for a single bend, and it works on anything including a ball. Find bones reads the form first and gives you a chain of joints to pull; a ball gets ONE joint, because a ball has no length to bend.
no bones yet
Press Find bones, then drag a joint to bend the form around it.
no axis yet
Drag across the mesh to draw the pivot line, then drag anywhere off a joint to rotate around it.
Drag an arrow to move along that axis, a ring to rotate about it, a cube to scale it, or the centre dot to slide across the screen. Every subdivision level moves together. Drag anywhere else to orbit the view.
Nothing to select first. Rebuild — the DynaMesh move; works on anything, start here. Wrap a cage — cleanest grid, single closed form only. Route quads — quads that follow the form's own flow.
Wrap a cage draws live in the viewport as you move Resolution — the exact cage it would install, over your wireframe.
Drag on the model to grow a blob. Size sets how thick; the ring under your finger shows it. This ADDS material; it cannot cut any away.
Press and hold any button for what it does.
Draw a closed loop around anything you want flattened level with what surrounds it. Lift to close the loop.
PolyPaint · highest stratum only
Symmetry
Advancedcopies6
Subdiv
Pgon needs WebGL2
This browser or device didn't offer a WebGL2 context. Pgon does not need WebGPU, and
WebGL2 has shipped in every current browser for years — Safari added it in 2021, the
others well before that. Seeing this screen usually means WebGL2 has been switched off,
not that the hardware can't run it.
What works today:
Safari on iPadOS 15+ / macOS 11+ (Big Sur or newer)
Chrome, Edge, or Firefox on macOS, Windows, ChromeOS, or Linux
Chrome or Firefox on Android; Safari on iOS 15+
Tier
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Reference Ghost
Viewport
Build
—
Start over
Search
Touch & Pencil
Pencil — sculpts anywhere, even over empty space
One finger — sculpts on the model, orbits the view off it
X — cycle symmetry (X, Y, Z, the pairs, all three, Radial, off)
F — frame camera
Your files
Every sculpt gets a name — two words, shown in the Project panel.
Everything you export or save from it carries that name, so your work stays together.
The number counts up with each export, so the highest one is the newest.
Save project keeps everything — levels, mask, settings — and reopens exactly.
Export writes the shape only, for another program.
Reopening a saved project keeps its name and carries on counting.
Growing the form
In Remesh, drag on the model to grow a blob — brush size sets how thick.
A tap makes a ball; a drag makes a limb.
Melt sets how much it swells into the form at the join.
Do this early: it rebuilds the surface, which clears your subdivision levels.
Block the form out with blobs first, then divide and sculpt.
Surface patterns
Density — how many features fit across the form, not an amount of noise.
Amount — how deep the pattern cuts. This is the one that makes it stronger.
Curve — what the pattern's values become: islands, mesas, terraces.
Mask — lays the pattern down as protection instead of as shape.
Press and hold any of them for the full explanation.
Trademarks
ZBrush, GoZ, Dynamesh and ZRemesher are marks of Maxon Computer GmbH; FBX and Mudbox of
Autodesk, Inc.; Blender of the Blender Foundation; Nomad Sculpt of Stéphane Ginier.
Pgon is not affiliated with, sponsored by, or endorsed by any of them. Those tools are
named here to teach what they actually call things, so that what you learn transfers.
Full attributions and third-party licences:
NOTICES.txt
Retopology
Routing quads…
The long version
Surface
How the brush behaves, how the whole form is shaped, how it reads.
Stroke
Alpha
A stamp that shapes what the brush deposits. White pushes, black doesn't.
Stroke
How the brush follows your hand, rather than what it does when it lands.
Deform
Shapes the whole form at once. Mask a part to hold it still.
Axis
Surface pattern
A field in space, not a stamp — so it wraps the form with no seam. ZBrush keeps this in Tool > Surface as Noise; Blender builds it from a Displace modifier and a texture.
Lumps and grain
One fractal field, three remaps of it.
Cellular
Regions that know their neighbours. Blender calls this Voronoi.
Woven and moulded
These have a direction, and wrap rather than smear.
Made of rules
A rule, stated exactly, made into a surface.
Grown
These are RUN, not looked up — they compute once, then behave like any other.
Curve
Grow
Watch a setting travel and stop it where you like. Works for every pattern.
What travels
Choose what a sweep moves. Travel grows it from its own low end up to
where you have it set. Hold leaves it alone. Random picks a value and travels
there instead, so a run goes somewhere you did not choose but still arrives smoothly.
Grows shoots out of the whole surface at once — moss, thorns, succulent leaves, villi. They arrive as their own object rooted on the form, so you can hide, show or colour them separately.
Cage
Turns the form into a basket of struts, as a NEW object — the form is hidden, not deleted, so you can bring it back or make another.
Matcap
Project
What is in the scene, where strokes land, getting work in and out.
Objects
Every visible object is drawn. Only the selected one can be sculpted.
Combine
Add
Layers
Show
Pgon drives itself through the whole toolset. Escape pauses and carries on; touching the model stops it and keeps whatever it made.
Files
Export
This sculpt: —
Longest side mm
Save
Import
A single closed form is caged instantly. Separated parts or holes are rebuilt instead — seconds, and real memory. Pgon says what it costs first.