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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

Yuzu: Stylized Character Production in ZBrush

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Human Eyes - 20 VDM Brushes

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Sacrifice: Complete Workflow for Stylized Characters

Frédéric Arsenault prepared a detailed breakdown of his workflow going through all the steps that might be especially helpful for beginner and intermediate level artists.

Zero Leagues: Setting Up Shaders for Organic Scene

Tristan Meere did a breakdown of his environment art piece Zero Leagues made during CGMA's course Vegetation and Plants for Games and talked about modeling, shaders, and lighting.

Hydra: From Concept To 3D Character

Dominika Bariakova did a huge breakdown of her awesome cyberpunk character, Hydra, shared her workflow of going from the concept to a full 3D character, discussed body and hair creation and mentioned some useful tutorials on the character production she relied on. 

General Workflow for Realistic Portraiture from Ivailo Ivanov

Ivailo Ivanov talked about the production of his project Tognatale that replicates the likeness of Ragnar Lothbrok from Vikings and discussed character art in general.

Rose: Creating Stylized Character in ZBrush

Tarik Takasu did a breakdown on his awesome stylized character Rose, discussed his career path, shared his approach to the visual language of the character and talked about achieving the balance of the style and working on details. 

Queen: Realistic Character Production Tips

Kestutis Rinkevicius did a breakdown of his recent realistic character project Queen and shared some tips for working with face, hair, skin textures, and more.

Stylized Submarine: Modeling Workflow in Maya & ZBrush

Jake Nolt did a breakdown of his stylized hard-surface project Submarine made with Maya, ZBrush, and Substance Painter.

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