DigiKlay: A New Digital Sculpting Tool – Feedback Wanted!

Hi everyone!

I’m excited to share DigiKlay, a new digital sculpting tool I’ve been working on, designed to be simple, intuitive, and beginner-friendly. While Blender is fantastic for sculpting, DigiKlay focuses on a streamlined workflow, making it easier to start sculpting from basic shapes and quickly refine your models.

Key Features:

  • Dual Working Modes: Object Mode for arranging base shapes and Sculpting Mode for detailing.
  • Dynamic Brush Toolkit: Including Move, Smooth, Inflate/Deflate, Tessellate, and more.
  • OBJ and Custom Format Support: Export your models in .obj or save your projects in the .dkm format.
  • Free Beta Available: You can try the beta version, which includes core sculpting features, for free!

Here’s an example of what you can create using DigiKlay: I sculpted a detailed head of Albert Einstein!

I’d love to get your feedback on the tool, especially from experienced sculptors. How does it compare to Blender’s sculpting workflow? What features would you like to see added?

Feel free to check out the free beta here and share your thoughts.

Thanks for your time, and I’m looking forward to hearing your opinions!

Cheers,
DigiKlay

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If I had to give just one recommendation to improve your tool, it would be to get rid of the yellow/green outline on the mesh(es).

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Thank you very much. I appreciate and I’ll evaluate a different approach to mark selected meshes, it can be a little bit annoying the way it is now. Thank you again. Do you think a light grey or different color would be the solution?

For me personally, it is best to have no additional color outline shaders inside the sculpting mode.

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Ok, thank you very much. Perhaps I’ll work on hiding not selected objects in sculpting mode.

I’m thrilled by the interest DigiKlay has received so far, and I’d like to give back to the community by offering 20 free licenses of DigiKlay v1.0 to those who are interested in trying the full version of the software. You can claim your free license using this link:
Get DigiKlay v1.0 for free

Hi everyone,

I just wanted to provide a quick update regarding a concern that might arise when downloading DigiKlay. One user on another forum reported a false positive warning from Windows Defender while trying to run the application.

To address this, I’ve already submitted the file to Microsoft for analysis, and I’m working on ensuring that future versions don’t trigger any unnecessary warnings. In the meantime, rest assured that this is a false positive, and the file is safe.

Thanks for your support, and feel free to reach out if you have any feedback or questions!

Cheers,
DigiKlay

Does it support stylus/pen pressure? Do you have plans to release on IOS?

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Thank you for your interest! Currently, DigiKlay does not support stylus/pen pressure, but it works well with a stylus as a regular mouse input. Supporting pen pressure is definitely something I plan to explore in future updates, as it would enhance the sculpting experience significantly.

Regarding iOS, while there are no immediate plans to release a version for iOS, it’s something I would consider based on demand and the future development roadmap. For now, I’m focusing on improving the desktop version to ensure it offers a smooth and intuitive sculpting experience.

If you have any other questions or suggestions, feel free to share—I greatly appreciate the feedback!

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Hi everyone!

Thanks to your invaluable feedback, I’ve been working hard to improve DigiKlay.
I’m excited to announce several new features and fixes that directly address the most common suggestions from the community:

What’s New:

  1. Removed the yellow outline in Sculpting Mode
    Many of you found the yellow outline distracting, so I’ve removed it when in Sculpting Mode.
  2. Added dimming effect to distinguish selected and unselected objects
    Instead of using an outline, objects now dim when not selected, making it easier to focus on active objects without visual clutter.
  3. User-customizable materials in Sculpting Mode
    You can now use sliders to adjust metalness and smoothness of materials directly while sculpting, giving more control over how your models look.
  4. Pen pressure support added
    DigiKlay now supports pressure sensitivity for graphics tablets, enhancing the sculpting experience for those using a stylus.
  5. Improved file handling
  • .obj import: Objects already present in the scene will no longer be destroyed when importing an .obj file.
  • .dkm file handling: When opening a .dkm file, all current objects in the scene will be removed to prevent conflicts.
  • Symmetry plane exclusion: The symmetry plane will no longer be included when saving or exporting files, ensuring only your sculpted objects are saved.

What’s Next?

I’d love for you to try out this updated version and share your feedback on the changes. Your insights are what drive DigiKlay’s development forward!

You can grab one of the free licenses for the full version here (limited to 20 licenses): DigiKlay v1.1

If you already downloaded DigiKlay v1.0, you can use the same Gumroad download link to get the updated v1.1 for free.

material
selection

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I am curious what your long range plans are for this tool and are you the only developer?

And who is the target user?

Who do you expect to get as a customer with Zbrush 3D Coat and Blender as competitors?

What will attract people to this tool? How far will the tool go in feature’s eventually?

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Hi @Richard_Culver ,

Thank you for your thoughtful questions! I’ll do my best to address each of them.

Long-term plans for DigiKlay

My long-term vision for DigiKlay is to build a lightweight, intuitive sculpting tool that focuses on speed and ease of use, without overwhelming users with too many complex features. While advanced tools like ZBrush, Blender, and 3D Coat are incredibly powerful, they can be intimidating for beginners or those who want to create quick sculpts without a steep learning curve. DigiKlay aims to fill that gap by offering a streamlined sculpting experience.

Currently, I am the sole developer, but I am actively seeking feedback from the community to shape the future development of the tool. My goal is to grow DigiKlay iteratively, focusing on what users actually want, rather than trying to pack it with unnecessary features.

Target users

The primary target users are:

  • Beginners and students who want an accessible tool to start learning digital sculpting without needing to master a complex UI.
  • Hobbyists and indie creators who need a fast and intuitive tool for creating simple to moderately complex sculpts.
  • Professionals who might want a lightweight secondary tool for quick prototyping or early-stage blocking before moving into more advanced software.

What will attract people to DigiKlay?

I believe DigiKlay’s simplicity, speed, and focus on core sculpting features will be its main selling points.
Key aspects that could attract users:

  • Intuitive workflow: The streamlined UI and dual working modes (Object Mode and Sculpting Mode) make it easier to get started quickly.
  • Low system requirements: Unlike more advanced tools, DigiKlay runs well on lower-end hardware, making it accessible to a wider audience.
  • Customization: With the recent addition of material customization and pen pressure support, users can tailor the tool to their workflow.
  • Price: DigiKlay will always be priced affordably, making it a great entry point for those who are just getting started with sculpting.

Future plans

I plan to continue adding features incrementally based on user feedback. Current ideas on the roadmap include:

  • More customizable brushes
  • Additional file format support
  • Advanced remeshing and decimation tools
  • Support for more platforms, like macOS

I know that competing with industry giants like ZBrush, 3D Coat, and Blender is a huge challenge, but DigiKlay’s focus will remain on offering a fast, lightweight alternative for specific use cases.

Thanks again for your interest! If you or anyone else has more questions or feedback, I’d love to hear them.

Best,
DigiKlay

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Are you hoping to turn this into a business venture that is profitable?

Or is this just a hobby?

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Thank you for your question! Initially, DigiKlay started as a hobby project. Since I recently changed jobs and now have more free time, I wanted to use it to explore something I’m passionate about: digital sculpting and software development.

That said, I wouldn’t mind if this project evolved into a profitable business venture someday. While my previous jobs were in completely different fields, I’m used to managing large projects and, throughout my career, I’ve had the opportunity to deepen my knowledge in techniques related to continuous improvement, lean development, and Six Sigma. These experiences help me stay focused, improve the product iteratively, and ensure that DigiKlay evolves in the right direction.

Right now, my primary goal is to keep improving DigiKlay based on user feedback and see how far I can take it. If it gains enough traction and users find value in it, I’d be happy to turn it into something more than just a hobby.

Thanks again for your interest—your feedback really means a lot! :blush:

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Very good.

So that is helpful context.

I think it would be great if you could focus some of your effort to directly approach some amazing sculpt artists, and say, offer them a lifetime acess to help you build the tool by simply using it to create great works of art.

In the process give you valuable artist feedback and use their art to promote the tool.

This would help attract users.

Which would in turn help to spread the word of mouth.

Great art always sells software.

Anyway, best of luck!

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I completely agree, partnering with talented sculptors who can push the tool to its limits and create stunning art would be a fantastic way to both improve DigiKlay and showcase its potential. Offering lifetime access in exchange for feedback and the opportunity to feature their creations is a strategy I hadn’t fully considered, but it makes a lot of sense.
I’ll definitely start reaching out to some artists and inviting them to try DigiKlay. If anyone here is interested in trying it out and providing feedback, please don’t hesitate to reach out!
Thanks again for the suggestion, I’ll make sure to act on it.
If you ever have more ideas or suggestions, feel free to share them!

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Sure!

I was thinking about the early days and even all through the years with Zbrush the number of artists/advocates who helped build awareness of the power of Zbrush.

With Blender it has been primarily driven by the Open films in the beginning, and of course, now you have a massive community showcasing great art.

It’s a good thing that is is at a hobby level for you, because of the fact that this gives you a kind of built-in funding model. Because, of course, you are contributing your time. Not that you want to do that forever.

3D coat is developed by one guy. Or it was. Not sure if he has brought on more people or not. He has people helping on the administrative side, of course.

But his success has been in being the first at a lot of things, kind of ahead of the curve in many ways.

Then of course a nice alternative to Zbrush.

And finally it is worth mentioning Mudbox - much to my surprise is still being developed and sold.

I found it my favorite workflow and interface, just right to the point, simple, easy to understand.

But for features I had to stick with Zbrush for heavy lifting. (I don’t model or sculpt anymore I have a team that does it).

A couple of more honorable mentions.

Zbrush Core and Core Mini.

Both targeting a similar user base as you.

You have a unique potential in that market to continue to grow your tool beyond the basics - potentially.

The trick in the long run as a commercial application will be how to carve out your niche.

I have no crystal ball there.

But I do have one more thing worth mentioning and you can take this or leave it. But here goes.

There is one main thing that some applications to this day succeed on. And that is being the first, the best, or the only.

That is a gem of you have that. For sculpting it would be hard to find what that would be, now, as that market is more or less sewn up.

But there is also one more thing that can circumvent this, or avoid it, or in fact if done well, be the “only” or the “first”.

I will explain.

I developed a little theory and formula based on observing a few grand a successes and failures of 5 major applications as use cases of study.

LightWave
Modo
Blender
Maya
Houdini

I theorize that the two applications that failed LightWave (yet to be acknowledged by the owners) and Modo (recent announcement of EOL by The Foundry) have something in common.

And three major successes in Blender Houdini and Maya have the same thing in common but with the polar opposite approach.

Modo and LightWave were developed under a model of closed source and limited SDK. Both took too long to develop, lost focus and in the end could not easily move with trends and change in technology. And lastly had limited development resources.

Maya was developed on Mel. It’s own scripting language. So that literally all of Maya was built with Mel. So what the developers used for development was the same tool released to the user base to extend Maya.

Immediate adaptation in the industry by being basically the first app to offer this, secured its future development because studios were not relying on the developers to add features but could write their own.

Worth mentioning its use in education, which secures a constant breed of new users.

But it was all on the backbone of this extensibility.

Houdini, is basically a tool building tool. By building its application as everything nodes, it gave users the power to extend the tools capabilities far beyond off-the-shelf effects and Houdini artists were more or less Houdini developers where art was not the only IP, the tools they made were another IP.

Again this secured its future and use in the industry.

Worth mentioning that they offered a free version so people could learn without the restrictions of trial.

And last but not least, Blender. Not just open source and therefore easily for studios and individuals to extend, but it became the first and only viable fully/featured free open source 3D tool.

Not that community development drove it in a large way, it did help, but Blender had good funding resources etc. and as long as they kept improving it and large studios like Tangent could extend it, the popularity grew.

And so here we are.

Now, one thing that has not ever been done, is a sculpting app that is modular or extendable by users in a big way.

It’s food for thought. And I don’t even know how it would be possible.

But if you could do the upfront work to make a tool building tool, but for average users. I have no idea how that would work.

But if there was such a tool, like a Houdini for sculpting, that users could learn how to build their own tools, special operators etc.

That would be a first!

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Thank you so much for taking the time to share such a detailed and thoughtful response. You’ve given me a lot to think about, especially regarding the importance of extensibility and how it has shaped the success or failure of major 3D applications.

I completely agree with your observation, offering users the ability to extend or modify the tool is a powerful approach. While developing DigiKlay, my initial focus has been simplicity and ease of use, targeting hobbyists and beginners who may find the complexity of Blender or ZBrush overwhelming. However, your suggestion of creating a more modular and customizable sculpting tool is very intriguing.

Currently, DigiKlay isn’t built around such extensibility, but it’s definitely something worth exploring in the long term. A sculpting app that allows users to create their own brushes, operators, or even custom workflows, essentially a “Houdini for sculpting”, would be groundbreaking. I’d need to carefully evaluate how such a system could be implemented without sacrificing the simplicity that is core to DigiKlay’s philosophy.

In the short term, I’m focused on refining the core experience, improving performance, and gathering feedback from users to prioritize the next features. But your idea of long-term modularity is definitely something I’d like to keep in mind as DigiKlay evolves.

Once again, thank you for sharing your insights, it’s great food for thought, and it’s feedback like this that truly helps me shape the future of the software. If you ever have more ideas or feedback, I’d be more than happy to hear them!

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By the way like the name if your tool.

Just looking at the website for the first time.

Noticed you say based on Unity.

How does that work exactly?

And for licensing, another story I guess. But I am curious about it technically.

There is another production tool based on game technology.

MotionBuilder which has been around a long time built on its own game engine. But affords speed and realtime interaction with animation that no other app has yet to match. That I am aware of.

Curious how this works for sculpting. And I am guessing this is the speed and low system requirements aspect as well.

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you can use Game engines for Software development.

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