restored to your last stroke
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Pgon
initializing…
Mode
Brush
drag to paint the protected region · dims in the viewport
Paint a region on the form, then press Lift it. It becomes an object of its own that keeps following this form until you Bake it.
Two ways. Draw axis is the classic one: draw a line and bend the form about it. Find bones reads the form into a chain of joints to pull; a ball gets ONE joint.
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, a ring to turn, a cube to scale. Elsewhere orbits.
Position mm X Y Z
Size mm X Y Z
Turn about
Set the resolution, press Remesh: the surface comes back as even quads.
Other methods
Three older routes, kept for the cases that want them. Each runs on press.
Wrap a cage draws its cage live over the wireframe as you move Resolution, up to its own limit of 112. Remesh draws its rebuilt surface the same way — a real rebuild, baked at ³ at most, because a finer bake cannot finish between two slider moves. Route quads cannot be drawn ahead of the press at all: its layout comes from one solve over the whole surface, and asking for fewer quads does not make that solve cheaper.
Dragging on the model grows a blob too — its Size and Melt are in Grow.
Press and hold any button for what it does.
Drag on the model: a limb from press to release, as thick as the brush. It only adds.
Draw a closed loop; it inflates into a solid, thickest where the outline is widest.
Draw a closed loop around anything you want flattened level with what surrounds it. Lift to close the loop.
Vertex color · highest stratum only
Start a cage
Select
Shape
Show
Symmetry
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:

Tier

12345

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
Two fingers — pinch to zoom, drag to pan
Two-finger tap — undo
Three-finger tap — redo
Press and hold any control — opens its card
A finger is ignored while the Pencil is drawing.

Keyboard (desktop)

Cmd+Z / ⇧Cmd+Z — undo / redo
Shift+drag — smooth, any brush
Ctrl+drag — paint mask, any brush
Alt+drag — invert (Build/Inflate/Crease/Pinch/Swirl)
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 Grow, press Grow a blob and drag on the model — 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 and GoZ are marks of Maxon Computer GmbH; FBX of Autodesk, Inc.; Blender of the Blender Foundation.
Pgon is not affiliated with, sponsored by, or endorsed by any of them. They are named here only to say which application a file is being written for or read from.
Full attributions and third-party licenses: NOTICES.txt
Surface
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.
Text
Sets a word into the surface where you are looking. Orbit to aim.
Deform
Shapes the whole form at once. Mask a part to hold it still.
Axis
Pattern
A field in space, not a stamp — it wraps the form with no seam.
Lumps and grain
One fractal field, three remaps and one drawing of it.
Cellular
Regions that know their neighbors — one feature point per cell, and every position asks about its nearest two.
Woven and molded
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
Lattice
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.
Terrain
Paint a patch of the form, choose a place, and press Apply. Paint nothing and it wraps right round.
Protrusions
Shoots over the whole surface — moss, thorns, villi — as their own object.
Cage
A basket of struts as a new object; the form is hidden, not deleted.
Matcap
Project
Objects
Every visible object is drawn. Only the selected one can be sculpted. In Place, double-tap one to work on it — where two overlap, a small list asks which.

Combine

Add

Layers
Show
A tour of the toolset. Escape pauses; touching the model stops it and keeps what it made.
Files

Export

This sculpt:
Longest side mm

Save

Import