Week 1


Getting Functional Inside ZBrush

 

This week we will cover…

Navigating the UI and Basic Sculpting: Primitive vs Polymesh3D, Dynamesh, Subtools, Sculpting Brushes


 

Week 1 Archive

 

 
 

Timecodes Available on YouTube

 

 

Primitive vs Polymesh3D


Understanding the difference between Primitives and Polymesh3D objects is foundational to working efficiently in ZBrush. Most beginner frustrations come from trying to sculpt on a primitive before converting it properly.

What Is a Primitive?

Primitives are ZBrush’s built-in parametric starter shapes. Common examples include:

  • Sphere3D, Cube3D, Cylinder3D, Cone3D, Torus3D

Primitives are parametric, meaning you can adjust their properties before converting them into real geometry. You can adjust:

  • Resolution / segment density, Proportions and size, Shape parameters

Primitives are ideal for:

  • Blocking out simple forms, Establishing proportions, Rapid experimentation

Limitations of primitives:

  • You cannot sculpt freely on them,

  • Most sculpting brushes are disabled

  • You cannot subdivide or remesh

  • They are not true editable geometry yet

What Is a Polymesh3D?

A Polymesh3D is a fully editable polygon mesh. Once an object is converted to Polymesh3D, it becomes true geometry that ZBrush can sculpt, subdivide, and process normally. Polymesh3D allows you to: Sculpt with all brushes, Subdivide for higher detail, Use Dynamesh, ZRemesher, Booleans, Apply Deformations and modifiers, Export to other software

Once converted, parametric controls from the original primitive are no longer available.

How to Convert a Primitive into a Polymesh3D

  1. Select a primitive (for example, Sphere3D).

  2. Adjust its parameters as needed.

  3. Go to Tool → Make Polymesh3D.

  4. The object is now fully sculptable.


Key Differences

Typical Workflow

  1. Start with a primitive.

  2. Adjust size and resolution.

  3. Convert to Polymesh3D.

  4. Begin sculpting and refining.

Polymesh3D

  • Fully sculptable

  • No parametric sliders

  • Supports subdivision and remeshing

  • Used for refinement and production

Primitive

  • Not fully sculptable

  • Parametric controls available

  • No subdivision levels

  • Used for initial block-in


Important Tip

Always convert your primitive to Polymesh3D before attempting serious sculpting. If brushes are not behaving correctly, this is usually the cause.

 

 

Dynamesh


Dynamesh vs Sculptris Pro in ZBrush

Both Dynamesh and Sculptris Pro allow you to freely sculpt without worrying about traditional topology, but they solve the problem in very different ways. Understanding when to use each will dramatically improve sculpting speed, surface quality, and file stability.

Dynamesh is truly analogous of sculpting with traditional real-world clay. As you add volume to clay by stretching out details or laying on strips of new clay the actual consistency of the material remains exactly the same. So no matter how much volume you add, you still have the same capacity for sculpting. DynaMesh accomplishes the same thing, maintaining the uniform resolution and polygon distribution of your mesh. This is very unlike traditional sculpting methods which result in stretched polys if you push the surface too far – something that hampers your ability to do anything more with the surface in those areas. DynaMesh will truly free your sense of creativity.

When the Sculptris Pro button is enabled all brushes that are compatible with Sculptris Pro mode will add triangle tesselation with each brush stroke. This mode will also deciamte where needed as the brush is applied to the surface.

What Is Dynamesh?

Dynamesh constantly rebuilds your mesh into evenly distributed polygons when you remesh.

Dynamesh allows you to:

  • Stretch, pull, and reshape forms without topology distortion

  • Fuse multiple meshes together

  • Cut holes and perform aggressive shape changes

  • Maintain uniform polygon density across the model

How Dynamesh works:

  • You sculpt freely.

  • When topology stretches or breaks, you trigger a remesh.

  • ZBrush redistributes polygons evenly across the entire surface.

Dynamesh is ideal for:

  • Blocking primary forms

  • Large structural changes

  • Boolean-style sculpting and kitbashing

  • Merging parts together

  • Concept sculpting and ideation

Limitations of Dynamesh:

  • Destroys fine detail on remesh

  • Resolution is global, not localized

  • Can become heavy if pushed too high

  • Not suitable for final surface detail

 

 

Sculptris Pro


Sculptris Pro dynamically adds and removes polygons locally while you sculpt.

Instead of rebuilding the entire mesh, it:

  • Adds resolution only where your brush touches

  • Reduces polygons in unused areas

  • Preserves detail automatically

  • Allows continuous sculpting without manual remeshing

Sculptris Pro is ideal for:

  • Organic sculpting

  • Refining secondary and tertiary forms

  • Adding localized detail

  • Surface exploration

  • Sketch-style sculpting workflows

Limitations of Sculptris Pro:

  • Can create uneven topology

  • Not ideal for hard-surface modeling

  • Harder to control polygon flow

  • May require cleanup before production

 

 

When to Use Each

Use Dynamesh when:

  • You are blocking out large shapes

  • You are merging forms together

  • You are cutting holes or reshaping silhouettes

  • You want consistent topology density

Use Sculptris Pro when:

  • You are refining organic forms

  • You need localized detail

  • You are exploring surface variations

  • You want uninterrupted sculpting flow

Key Differences

Dynamesh:

  • Global remeshing

  • Uniform polygon distribution

  • Excellent for major form changes

  • Requires manual remesh

  • Sacrifices fine detail

Sculptris Pro:

  • Local adaptive tessellation

  • Adds detail only where needed

  • Continuous sculpting workflow

  • Preserves surface detail

  • Produces uneven topology

Typical Workflow

  1. Start with Dynamesh for block-in and major shape changes.

  2. Establish clean primary forms.

  3. Switch to Sculptris Pro for refinement and detail.

  4. ZRemesh or subdivide for production topology when needed.

 
 

Important Tip

Dynamesh and Sculptris Pro are not competitors, they are complementary tools. Smart artists move between them based on sculpting stage and intent.

 

 

Subtools


 

Understanding SubTools in ZBrush

A SubTool is an individual mesh or object inside a single ZBrush Tool. SubTools allow you to break complex models into manageable, organized parts while keeping everything inside one scene.

Think of SubTools like layers or parts in a mechanical assembly, each piece remains independent but works together as a complete model.

 

 

What Is a SubTool?

A SubTool is:

  • A separate mesh inside one ZTool

  • Independently editable

  • Able to have its own subdivision levels, materials, visibility, and resolution

  • Non-destructive and modular

Examples of SubTools:

  • Character body

  • Clothing pieces

  • Armor plates

  • Eyes and teeth

  • Accessories and props

  • Environment elements

Each SubTool can be sculpted, hidden, isolated, duplicated, merged, or exported independently.

 

SubTool controls are found under:

  • Tool → SubTool

Professional ZBrush workflows rely heavily on smart SubTool organization.

 

The Benefits of Working with Subtools

SubTools allow you to:

  • Keep your project organized

  • Maintain performance and responsiveness

  • Isolate detail work without affecting other parts

  • Control subdivision levels per object

  • Enable clean Boolean workflows

  • Easily swap, iterate, and version parts

Common SubTool Operations

You can:

  • Add new SubTools

  • Duplicate SubTools

  • Split meshes into separate SubTools

  • Merge SubTools together

  • Hide and isolate SubTools

  • Rename and organize SubTools

  • Reorder SubTools in the stack

 

 

Visibility and Isolation

SubTools can be:

  • Shown or hidden individually

  • Soloed for focused sculpting

  • Temporarily masked or hidden

  • Isolated for performance optimization

This allows you to work cleanly without visual clutter or accidental edits.

SubTools and Performance

Large scenes can become slow if everything is combined into one mesh.

SubTools help by:

  • Keeping polygon counts separated

  • Allowing selective subdivision

  • Letting you hide heavy geometry

  • Improving viewport performance

Smart SubTool management directly impacts sculpting speed and stability.

 

 

Best Practices

  • Keep each logical object as its own SubTool

  • Name your SubTools clearly

  • Avoid merging everything too early

  • Use folders to organize complex scenes

  • Duplicate before destructive changes

  • Keep subdivision levels where possible

Typical Workflow

  1. Start with a main base SubTool.

  2. Add additional parts as separate SubTools.

  3. Refine each part independently.

  4. Merge or Boolean only when necessary.

  5. Organize before exporting or rendering.

 

 

Important Tip

If your model feels slow, cluttered, or difficult to manage, your SubTool organization probably needs improvement.

 

 

Sculpting Brushes


List of brushes from ZBrush 2026.1

Sculpting Brushes in ZBrush

ZBrush sculpting brushes are specialized tools designed to push, pull, build, carve, smooth, and refine digital clay. Understanding what each brush family is best suited for allows artists to sculpt faster, cleaner, and more intentionally.

Brush choice directly affects surface quality, anatomy accuracy, and production efficiency.

There are many different brushes you can sculpt with in ZBrush. Each brush has a unique property that allows it to do something the other brushes cannot. Also, brushes in ZBrush can be modified using several important controls such as Gravity, Wrap Mode or Density. You can create your own versions of any brush by adjusting the settings, saving the brush so that you can use it later.

These are the main categories of brushes:

  1. Smooth brushes

  2. Clip brushes

  3. Curve brushes which make use of the Stroke Curve mode

  4. Planar, Trim and Polish brushes – ideal for hard surface sculpting

  5. Groom brushes – designed specially for use with FiberMesh

  6. Pen brushes – used for QuickSketch

  7. InsertMesh brushes – quick access to any mesh you can imagine

  8. Curve Bridge brush – create polygon bridges to weld edges

  9. ZSketch brushes – special brushes only used for ZSketch

  10. Alpha 3D brushes – full 3D alpha brushes with under-cuts


Core Brush Families

ZBrush brushes can be grouped into functional families based on what they do to the surface. These families are separated into what their “Base Type” algorithm is designed for. This is the core of what drives their behavior. defines how a brush interacts with geometry, topology, depth, masking, projection, or visibility. Understanding these behaviors helps artists select the correct tool for shaping, detailing, deformation, and technical workflows. These base types are:

  1. Anchor

    • Anchors geometry around a pivot point and rotates or transforms surrounding topology relative to that anchor. Commonly used for mechanical pivots, hinges, and articulated deformation.

  2. Polish

    • Smooths and relaxes surfaces while preserving overall volume and surface continuity. Used to clean noise and unify planar transitions without excessive shrinkage.

  3. Sphere

    • Generates spherical inflation behavior that pushes geometry outward uniformly from the stroke center. Useful for building rounded forms and organic bulges.

  4. Single Layer

    • Adds thickness in a single direction without affecting the opposite surface. Commonly used for clothing thickness, shell generation, and controlled surface offsets.

  5. Clay

    • Builds material using layered additive strokes that mimic traditional clay buildup. Designed for constructing primary and secondary forms.

  6. Trim

    • Flattens and cuts surfaces to create planar transitions and sharp edges. Ideal for defining hard surface planes and cleaning organic form structure.

  7. Displace

    • Offsets geometry based on alpha intensity and stroke depth, pushing or pulling surface detail. Used for height-based surface sculpting and texture application.

  8. Nudge

    • Moves vertices laterally across the surface without significantly changing depth. Useful for sliding topology, adjusting flow, and subtle surface corrections.

  9. SnakeHook

    • Pulls and stretches geometry outward dynamically, allowing extrusion-like sculpting. Commonly used for appendages, tendrils, horns, and organic extensions.

  10. Inflate

    • Expands or contracts surface volume evenly along normals. Useful for thickening thin areas and reinforcing volume.

  11. Move

    • Repositions large volumes of geometry for proportion and silhouette control. Primary tool for blocking and gesture adjustments.

  12. Magnify

    • Scales geometry locally outward or inward from the stroke center. Functions like a localized zoom or lens distortion effect on mesh volume.

  13. Contrast Delta

    • Sharpens surface contrast by increasing height differences between neighboring surface regions. Enhances existing detail without introducing new forms.

  14. Contrast Target

    • Pushes surface detail toward a defined target contrast level. Used to normalize or amplify surface definition across an area.

  15. Insert Mesh Dot

    • Inserts predefined mesh objects at stroke locations as independent geometry. Used for kitbashing, repetitive components, and rapid asset placement.

  16. Elastic

    • Applies spring-like deformation that stretches and relaxes geometry dynamically. Useful for organic pull behavior with soft resistance.

  17. History

    • Reverts geometry toward a previously stored mesh state. Enables partial undo and controlled restoration workflows.

  18. Project

    • Projects visible surface detail from one mesh onto another. Used for transferring sculpted detail, scan data, or retopology alignment.

  19. Mask

    • Applies masking values instead of geometric deformation. Used to protect areas from edits and isolate sculpting regions.

  20. Morph

    • Stores and restores morph targets for localized recovery and comparison. Allows controlled blending between sculpt states.

  21. Pinch

    • Pulls geometry together toward the stroke center, tightening edges and sharpening creases.

  22. Quick Polygroup

    • Creates polygroups interactively based on brush strokes. Used for rapid segmentation and organizational workflows.

  23. Geometry

    • Applies topology-level operations such as edge manipulation and structural edits directly through brush interaction.

  24. Retopo

    • Supports retopology workflows by snapping, aligning, or generating topology over target surfaces.

  25. HideShow

    • Controls mesh visibility by hiding or revealing geometry through brush strokes.

  26. Blur

    • Softens surface detail and transitions by averaging neighboring surface information.

  27. Blur Alternate

    • Applies an alternate blur algorithm that preserves broader form while reducing high-frequency noise.


 

Project Submissions

 

All submissions for this class must be made in the form of a slide in order to receive credit. You may access the Template File here. Only slide made with the template will be acceptable.

  • Acceptable slides must also be clean and organized

  • All appropriate information must be filled out

  • Any use of AI is welcome but must be sited

  • Presentation of Slides must be in sequencial order

  • All slide must be .PNGs. PDFs, PSDs, TIFFs, and Powerpoint will not be accepted.