Good sculpting is half looking. You'll orbit around the model hundreds of times an hour, so these moves should become reflexes before anything else.

The three camera moves

  • Orbit — hold the right mouse button and drag. The camera circles the model.
  • Pan — hold the middle mouse button (the wheel) and drag. The camera slides sideways.
  • Zoom — roll the mouse wheel.

Hold Ctrl while orbiting and the camera snaps to fixed angles — useful when you want a clean three-quarter or profile view without hunting for it.

✦

Lost the model? Press F — Fit view centres the model's centre of mass in the viewport and fits the zoom so the whole model is in view. It's also in **View ▸ Gizmo**, and the **Fit** button on the options bar fits the current layer.

Snap to the classic views

The number keys jump straight to the six axis views:

Key View
1 Front
3 Right
7 Top
Shift+1 / 3 / 7 Back / Left / Bottom
5 Toggle Perspective / Ortho

The same views live in the View menu, and the navigation gizmo in the top-right corner always names the view you're closest to.

Perspective and Ortho

Perspective is the natural sculpting view — closer things look bigger, and a floor plane can sit under the model for orientation (View ▸ Grid ▸ Floor; off by default).

Ortho (orthographic) removes perspective entirely: parallel lines stay parallel, so proportions read true. It's the projection for checking silhouettes, comparing sizes, and working against reference images. In Ortho, the Reference pop-out appears in the View menu (and References on the options bar; right-click it for its settings), and a world-unit measurement grid from View ▸ Grid can sit behind the model like graph paper.

The sphere seen in Ortho front view with the measurement grid behind it
Ortho front view with the measurement grid. Brighter lines mark every tenth step and the axes.

The grid's Size slider sets the spacing in world units, and Unit mm maps world units to real millimetres — which also scales exports, so a slicer reads true sizes. The Floor toggle controls the perspective ground plane (off by default; the model hides it where it stands in front, so you can see where the floor meets the sculpt), and the X / Y / Z chips turn on the axis guide lines (off by default). All of these live under View ▸ Grid.

Where you're pointing matters

Sculpt strokes land where the cursor ray hits the surface, so orbit until the area you're working on faces you comfortably. Sculpting at a steep grazing angle stretches strokes; a quarter-turn of orbit fixes it. When a stroke feels wrong, check the camera before blaming the brush.

Next: your first strokes.

On a tablet or touch screen

Re:Form runs on tablets that have WebGPU (Android Chrome, and iPad from iPadOS 26). With a pen, pressing harder makes the stroke stronger by default; Edit ▸ Preferences ▸ Input can point pressure at Size instead, at both, or off, and its Pressure curve sets how soon a light touch counts. Palm rejection is on by default: while the pen is down or hovering, touches are ignored, so a resting hand never sculpts or spins the view.

With fingers: one finger sculpts (or orbits, if you prefer that under Input), two fingers orbit and pinch to zoom, three fingers pan. The touch layout turns on by itself on a touch device — full-size chrome, bigger buttons and slider thumbs. In the panel's Options row, Smooth latches the smoothing you get by holding Shift, and Invert stands in for Ctrl, so a pen or a finger needs no keyboard. Menu pop-outs open on a tap as well as on hover.