Sculpting should start the moment the idea does.
Re:Form exists because the distance between “I want to sculpt” and actually sculpting was always too long — downloads, installs, licenses, updates. We wanted it to be a link.
Built by Frame Sixty.
We’re a small independent studio, and Re:Form is our answer to a question we kept asking: why does serious 3D sculpting still assume a desktop application? Browsers now speak directly to the GPU through WebGPU — so we built a sculpting engine on it from day one, rather than porting a desktop tool and hoping.
Every part of the engine — brushes, subdivision, remeshing, layers, undo — is designed around one promise: stay smooth as the polygon count climbs. The mesh lives on your graphics card and stays there, so strokes at millions of triangles feel like strokes at thousands.
Why build a sculpting engine on WebGPU?
Because browsers can now talk almost directly to the GPU, and that changes what a web app can be. Porting a desktop tool and hoping was never the plan — the engine was written for WebGPU from day one. Every subsystem, from brushes and subdivision to remeshing, layers and undo, is designed to keep the mesh on the graphics card, so polygon counts climb without the feel changing. If you want the longer version, read the plain-English WebGPU explainer.
Talk to us.
Questions, studio licensing, or just want to show us what you made? We read everything.
[email protected]