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Coming from Blender or ZBrush

Most of what you know carries over. The biggest difference is underneath: Shapeaway’s clay is a volume (a signed-distance grid), not a mesh.

  • No topology. There’s no dynamic topology, remesher or retopology step. Cut holes, merge parts and pull out long horns without the surface stretching.
  • Resolution is a detail level, set per object (Draft to Studio). For pores and scales beyond it, use a detail mesh: a mesh with subdivision levels that you sculpt, like multires.
  • Invert is Ctrl, smooth is Shift, as in ZBrush.
  • Watertight by default. Exports never have holes or flipped faces.
You know In Shapeaway
Clay Buildup, Draw Add, Clay Strips
Standard, inverted Carve
Dam Standard Dam Standard
Move, Grab Grab, Move (connected surface only, on detail meshes)
Snake Hook Snake Hook
hPolish, Trim Dynamic Polish, Trim
Layer Layer
Inflate, Pinch Inflate, Pinch
Polypaint, texture paint Paint
Mask by cavity Mask cavities, Mask peaks (Masking)
Extract Extract (Masking)
Subtools, objects Objects
Live Boolean, Boolean modifier Merge, Subtract, Intersect
Subdivision levels, multires Detail meshes
Alphas Stamps and surface alphas
FiberMesh, hair curves Hair
  • Into Shapeaway: STL, OBJ, PLY and glTF/GLB, with vertex colours and textures. See Importing meshes.
  • Out to Blender: GLB keeps colours, materials, and objects as separate nodes; OBJ for meshes; Hair curves for Blender’s curves-to-hair.
  • Out to a game engine: bake maps onto a low-poly OBJ.

Shortcuts can be rebound in Settings if you want your old muscle memory back.

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