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ZBrush is a digital sculpting and painting program that has revolutionized the 3D industry with its powerful features and intuitive workflows. Built within an elegant interface, ZBrush offers the world’s most advanced tools for today’s digital artists. With an arsenal of features that have been developed with usability in mind, ZBrush creates a user experience that feels incredibly natural while simultaneously inspiring the artist within. With the ability to sculpt up to a billion polygons, ZBrush allows you to create limited only by your imagination.

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ZRemesher is the next evolution in our automatic retopology solution. ZRemesher has been designed with an artist’s point of view in mind. With a single click, ZRemesher produces ideal new topology based on your  original mesh. The new functions in ZRemesher are smarter, able to analyze the curvature of your model with the precision of a computer, but with the subtlety of the human eye. Add more polygons locally where needed, changing their shape to create perfect topology flow. As with most ZBrush tools, ZRemesher also lets you take control over the automatic process and give your own guidance to the core algorithms. It is easy to drive the flow of polygons with the help of curves. You  can also define where you wish to have more or lower polygon density. You can  perform local retopology to a specific part of your mesh while keeping a natural connection with the support model.

© ZBrush, 2015

New Brushes

ZBrush’s powerful creative toolset is largely based on its brush system. With each release we add new brushes that can transform your way of working or simply make your daily sculpting easier. With ZBrush 4R6, we continue this long tradition. The new Trim Curve brushes cut your models in a way that is very similar to the Clip brushes, but deletes the affected polygons rather than pushing them to the stroke line. And as you can imagine, these new brushes will be DynaMesh’s new best friends!

Creating holes through a mesh has been possible since the introduction of DynaMesh and more recently enhanced with Mesh Fusion. Now ZBrush adds another option for this purpose with the Bridge Curve brush: select an opening, PolyGroup border or crease edge and connect it with another to generate a bridge of polygons. And because this new topology detection is so useful with the Frame Mesh feature, we went ahead and enabled it for all brushes that use curves. You will love it as much as we do!

© ZBrush, 2015

Other additions

The new additions and improvements don’t stop there! Here is a brief summary of other noteworthy new functions:

  • DynaMesh now preserves PolyGroups. This makes it so easy to do Panel or Group Looping on a DynaMesh after having used Mesh Insert or Mesh Fusion!
  • The Slice brushes now only operate on the curve position and won’t propagate. What you see is now exactly what you get!
  • Group Front — a new PolyGroup creation function — detects all polygons which face the camera and assigns them to a single group.
  • This tool will let you create special effects by using your point of view, such as deformation of only the parts of your model that are visible to the camera.
  • The new Solo Dynamic mode keeps only the current active SubTool visible when manipulating it in front of the ZBrush camera, in order to improve 3D navigation.


ZBrushRecent articles

Designing an Old Jungle Temple in ZBrush, Substance & UE5

Remy Vignaud has shared the workflow behind The Old Sanctuary project, talked about creating assets in ZBrush and Substance 3D Painter, and discussed the lighting setup in Unreal Engine 5.

Designing Soviet Era-Inspired Characters and Clothes

Shao Chen discussed the workflow behind the soldier models, inspired by the WW2 era, and their clothes, explained the transition from Props Artist to Character Artist, and talked about skills he's updated studying at Vertex School.

Creating a Vintage Drill in ZBrush, Substance 3D Painter & Marmoset

Rahul Dey told us about the workflow behind the Antique Hand Drill project, talked about recreating a worn-out look of the materials, and shared the stages of texturing.

Making a Steampunk Machine Gun in Fusion 360 & Substance 3D Painter

Meysam Khani shows the workflow behind the Liquid Pump Machine Gun project, explains why Fusion 360 was chosen for modeling, and talks about the intricacies of making weapons for video games.

Creating a Realistic Red-Haired Woman in ZBrush, Maya & XGen

Character Artist Rajitha Naranpanawa has shared the workflow behind the Autumn project, talked about setting up the skin, and explained how to use XGen to create and groom hair.

Creating a Post-Apocalyptic Railway Station in Unreal Engine 5

An Environment Artist Son Nguyen shared an extensive breakdown of the Last Stop project, explained how to combine different texturing methods, and revealed some worthy design principles of assembling a scene.

Making the Fire Troll from God of War in ZBrush & Substance 3D Painter

Montassar Nahdi told us about the workflow behind the Fire Troll project and talked about redesigning the character while staying true to the original concept.

Creating a Maori Mobster in ZBrush, Marvelous Designer & Substance

Vladimir Uryadov has shared the workflow behind the Mighty Mongrel Mob project, discussed the retopology process, and showed two texturing methods that are used in the film industry.

ZBrush Has Officially Joined the Maxon Family

The entire ZBrush team has already joined Maxon.

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