iPad & iPhone · Version 1.3 out now

3D modeling that belongs on iPad.

Model, sculpt, paint, rig, animate, light and film, all in one local project. Built from the ground up for finger and Apple Pencil, with compact panels on iPhone.

Download on the App Store One purchase. No subscription. iPadOS or iOS 18 or later.
Live 3D. Painted in FormWright.
Out now · Version 1.3

The biggest update yet.

Version 1.3 is live on the App Store for iPad and iPhone. Existing owners get it free as an update. Still one purchase, with no subscription or in-app purchases.

Keep a backup of important projects before you update. Earlier app versions may not open newer project data.

  • Precision ring blanks. Flat, Rounded and Tapered profiles with exact millimeter sizing.
  • Guided Auto Rig and Face Auto Rig. Place landmarks, adjust weights, test poses and start from expressions.
  • Deeper timeline. More keys and curves, layered Perform motion and Quick Moves.
  • Physics you can edit. Preview rigid-body reactions, then bake them to editable keys.
  • Make, Move and Shoot. Workspaces grouped by job, with panels you can move and pin on iPad.
  • Photo references and visual Add tools. Keep a reference nearby while you build.
  • Time-lapse. Optional, silent recordings of your session that you can export separately.
  • Shareable .da3 projects. Send an editable project with its assets. Older .fw3d and .formwright files open as copies.
The goal

"There just isn't an iPad app that can…"

The iPad has the chip, the display, and the best drawing input ever put in a tablet. But every time I wanted to make a 3D model on it, I ran into the same wall. Sculpting apps that can't do clean polygon work. Modelers with no way to paint. Painters with no way to model. And every workflow ends with "now send it to a desktop."

FormWright exists to remove that sentence. The goal is one app where you can start from a blank scene, build the form, adjust the points, add modifiers you can always undo, paint on the surface, and walk out with a file the rest of the world can open. Without ever leaving the iPad.

Not a desktop app squeezed onto a touchscreen. A modeling tool designed for the way your hands actually work on glass.

What it does

Make. Move. Shoot.

Everything below happens in the same project, on the same canvas, with your finger and an optional Pencil. Creative processing stays on your device.

Make

Polygon modeling

Points, edges, faces, modifiers, instances and symmetry. Clean topology you can take anywhere, not a sculpted blob.

Make

Sculpt & Branch Forms

Push clay spheres around with brushes, or grow connected organic forms and preview the mesh before you commit.

Make

Solid parts & ring blanks

Sketch, extrude, cut, fillet and chamfer with exact dimensions. Export STEP, or bake a mesh to sculpt and paint.

Make

Paint & live materials

Paint straight onto the surface with texture layers and symmetry. Live procedural materials, no UV round trip.

Move

Auto Rig & animation

Guided Auto Rig and Face Auto Rig, then keys, curves, ghosts and trails. Record Perform takes and layer them in.

Move

Physics to keys

Preview supported rigid-body reactions, then bake them into keys you can still edit.

Shoot

Light, camera, action

Lights, shadows and photo-based environments. Frame camera takes, add audio or your voice, and export video.

Shoot

Motion capture & AR

On supported hardware: handheld camera control, mixed reality, and body, hand or face capture.

Files

Real exports

USDZ, GLB, OBJ and FBX for scenes. STL and 3MF for printing. STEP for exact Solid bodies.

In the viewport

Real models, real materials, on glass.

Painted surfaces, keyframed animation, and clean low-poly forms all live in the same scene. Every model here was made in FormWright. Drag any of them to orbit. This is what FormWright's viewport is built to handle.

Keyframed animation Drag to orbit
Keyframed low-poly form Drag to orbit
How it's made

Built by one person, for one device.

I'm Don Allen III. I've spent years advising companies on spatial computing and AI, and shipping my own creative tools on the side. FormWright is the one I kept wishing someone else would build.

Native to iPad and iPhone

Full-screen controls on iPad, compact panels on iPhone, GPU rendering on both. Scene complexity, texture size and device hardware affect performance.

Touch first, Pencil precise

Every tool was designed for a finger first, then refined for the Pencil. Pencil is optional, and nothing depends on a keyboard, a mouse, or a right-click.

Shipped in the open

Builds go to real testers through TestFlight, and the feedback shapes the next build. What you see on Instagram is the actual app, not a render. Join the beta.

Local, private, no lock-in

No account, ads or tracking SDKs. Projects save locally, and standard formats carry supported geometry, materials and animation out. Each format carries a different subset of your scene.

Who it's for

People who think with their hands.

If you've ever put down the iPad to go finish something on a desktop, this is for you.

Concept artists & designers

Block out a form, paint the look, light it, and get a shaded reference in one sitting on the couch.

Makers & 3D printers

Model the part or size a ring blank to the millimeter, export STL, 3MF or STEP. No laptop required in the workshop.

Animators & AR creators

Rig it, perform it, film it. USDZ export means the thing you just built can be in an AR scene minutes later.

Students & first-timers

If an iPad or iPhone is the only computer you own, you should still get to learn 3D. Now you can.

Available now

There just isn't an iPad app that can.
Well. Until now.

Get FormWright 3D on the App Store and start creating on your iPad or iPhone. One purchase, with no subscription or in-app purchases.

Download on the App Store
iPadOS or iOS 18 or later Finger, Pencil optional No account required
For the curious · TestFlight beta

Like to poke at things before they're finished?

If you're a builder, a developer or just the kind of person who reads release notes for fun, apply to test early builds of FormWright through Apple's TestFlight. You'll see new tools before they ship, and your feedback shapes what comes next.

Beta builds can be rough. Keep backups of projects you care about. Just want the app? Get it on the App Store.

Apply to be a beta tester