The Lower Subdivision Resolution button selects the next-lower-resolution mesh from this object’s alternative mesh resolutions. Higher-resolution meshes can be added by pressing the Divide button in the Geometry sub-palette. If this tool is a ZSphere object in Preview mode, use the Density slider in the Adaptive Skin sub-palette to determine the maximum mesh resolution.
The Higher Subdivision Resolution button selects the next-higher-resolution mesh from this object’s alternative mesh resolutions. Higher-resolution meshes can be added by pressing the Divide button in the Geometry sub-palette. If this tool is a ZSphere object in Preview mode, use the Density slider in the Adaptive Skin sub-palette to determine the maximum mesh resolution.
The Subdivision Level slider selects the alternate mesh resolution. A value of 1 selects the lowest-resolution mesh. Higher-resolution meshes can be added by pressing the Divide button in the Geometry sub-palette. If this tool is a ZSphere object in Preview mode, use the Density slider in the Adaptive Skin sub-palette to determine the maximum mesh resolution.
The Delete Lower Subdivision Level button removes all lower-resolution meshes from this object’s alternative mesh resolutions. Higher-resolution meshes can be added by pressing the Divide button in the Geometry sub-palette.
The Delete Higher Subdivision Level button removes all higher-resolution meshes from this object’s alternative mesh resolutions. Higher-resolution meshes can be added by pressing the Divide button in the Geometry sub-palette.
The Divide button doubles the horizontal and vertical resolution of the current 3D tool. Each polygon along the object’s face becomes divided into four polygons — two wide and two high — thus quadrupling the number of polygons which make up the object.
If this object is a polymesh, and no portions of the mesh are masked or hidden, a new, higher alternate mesh resolution is added. You can switch between higher- and lower-resolution meshes and perform appropriate edit actions; ZBrushCore automatically applies the edits to lower- and higher-resolution meshes.
The Subdivide Smooth button determines how the mesh will be divided when the Divide button (left) is pressed. With the Subdivide Smooth button pressed, the mesh will be smoothed when divided.
The settings below will help you fine tune your use of Dynamic Subdivision to get the most out of the feature. Changing the different parameters for Dynamic Subdivision can drastically change both the visual appearance of your model and the performance of ZBrushCore itself.
Dynamic mode enables Dynamic Subdivision mode for the current Tool or SubTool.
Hotkey: D or Shift+D as a toggle.
The Tool >> Geometry >> Dynamic Subdivision >> Apply function converts the model’s Dynamic Subdivision to Classic Subdivision.
After clicking the Apply function, your model will appear to be unchanged due to the fact that Dynamic Subdivision is a WYSIWYG system. However, you will now have real high-resolution polygons with which to further refine and detail your mesh.
The Flat Subdivision slider defines the number of grid-style subdivisions applied to the model. It creates a uniform grid across the model’s surface. Each increment in the slider value multiplies the number of rendered polygons by four but no actual smoothing is applied to the surface, so the model doesn’t change shape.(This is similar to turning off Smt before using Divide with Classic Subdivision.)
The Smooth Subdivision slider defines the number of standard subdivisions being dynamically applied to the model. It applies the same Catmull-Clark subdivision smoothing over the model that you would get using Tool >> Geometry >> Divide. However, these subdivisions are dynamic and display virtual geometry rather than actually creating new sculptable polygons. Each increment in the slider’s value by one will divide the number of polygons by four.
Turn on to use a MicroPoly on your mesh. If there is nothing showing in the thumbnail then the pop-up will appear so you can make your selection. Ctrl+click the button to select from the Tool palette quick pick pop-up instead of the default MicroPoly pop-up list.
The selected MicroPoly will show in the thumbnail. Click the thumbnail to change the selection from the pop-up. Ctrl+click the thumbnail to instead select from the Tool palette quick pick pop-up. Alt+click to add the selected MicroPoly to the Tool palette for editing.
The down arrow will select the next MicroPoly.
The up arrow will select the previous MicroPoly.
The mesh will be scaled to fit the polygons. This will mean ZBrush can weld the meshes, provided that the original mesh was created so that this is possible. With the Fit option turned off, all meshes will be the same size. As a result, they may appear separate and welding may not be possible.
The MicroPoly meshes will be welded where their points overlap with duplicates, provided that the original mesh was created so that this is possible. This will mean that after using Apply to convert the dynamic subdivision effect to actual geometry, the resulting mesh can be subdivided without producing holes.
Determines the size of the MicroPoly mesh relative to the polygons of the base mesh. When the Fit option is off, larger values may result in the MicroPoly meshes overlapping. When the Fit option is on, Scale will only affect the Z axis and at the lowest setting the meshes become flat.
Use this option to set the MicroPoly meshes to all align in the same direction, as far as the mesh topology makes this possible. If your mesh shows obvious tiling then try pressing this button.
Change the MicroPoly mesh rotation around the Z axis.
Change the MicroPoly mesh rotation around the X axis.
ClayPolish is a post-process operation which alters the topological structure of your model and moves its edges based on various settings. It has the effect of polishing the surface while sharping and cleaning the angles. It can also create special effects on the model edges.
It can easily simulate the feeling of clay or other raw materials. It can also clean the visual aspect of your model; especially when combined with DynaMesh.
Using ClayPolish is simple: enter your desired settings and then press the ClayPolish button. The feature works with both PolyMesh3D and DynaMesh surfaces. In fact, DynaMesh’s “Polish” mode will automatically apply ClayPolish each time the topology is updated.
The Max Angle slider defines the surface angle at which ZBrush will apply polish. For example, the default angle is set at 25. This means that any portion of a mesh that has an angle higher than 25 degrees will be smoothed.
The MinAngle slider defines
The Sharpness slider controls the intensity of the overall sharpness that is applied to the angles during the polish cycle. This can result in a significant surface change. This slider will also work in conjunction with the RSharp slider explained below.
The Softness slider controls the intensity of the overall softness that is applied to the mesh surface during the polish cycle. This will give more of a smooth transition across the mesh when its value is increased. This slider will also work in conjunction with the RSoft slider explained below.
Turns on Dynamesh for the selected SubTool, remeshing for the first time. Dynamesh is a remeshing operation that creates new topology for your model. The topology is primarily composed of evenly distributed quads, optimized for sculpting. At any point during sculpting (and as often as you wish), simply hold CTRL and drag on an open area of the canvas. ZBrush will instantly retopologize your model to restore a uniform geometry distribution. Even if you have stretched geometry to extreme measures, the result will be a uniform mesh that you can easily continue sculpting.
When enabled, any DynaMesh with multiple PolyGroups will be split into separate pieces. It will still be kept as one SubTool.
When enabled, this option applies the various ClayPolish settings (see above) each time you update the DynaMesh. This is meant to smooth sharp corners.
Applies a smoothing effect to the DynaMesh when Project is enabled. A low value generates a small amount of smoothness while a high value will smooth all major details on the model.
When enabled, the current details of the model will be projected onto the DynaMesh automatically. This can be useful when converting a polymesh with existing details to a DynaMesh. Remember that the Resolution setting will play a big part in the amount of detail that can be retained.
Defines the Resolution of the DynaMesh, controlling the overall polygon density of the model. A low value will create a low resolution mesh with a low polygon count, while using a higher value will create a high resolution mesh that will retain more details at the cost of a higher polygon count. A low resolution DynaMesh will update faster while a high resolution one will take more time to update.
By default, all new inserted elements will be Additive meshes. This means that when doing the remesh operation, the inserted items will be merged as one element with the original DynaMesh.
When holding the Alt key while inserting a mesh, ZBrush will consider it to be a Subtractive (negative) mesh. This means that when the remesh is completed, the inserted mesh will be removed from the previous mesh and create holes. The result is similar to a subtraction Boolean operation, but without the messy polygons usually associated with Booleans.
You can insert multiple meshes and add or subtract them all at once via a single remesh operation. You can even mix additive and subtractive meshes, creating different combinations at once.
When inserting a subtractive mesh (see Sub action) on top of a additive mesh (see Add action), the remesh action will create geometry only where the two meshes intersect each other. All other geometry will be removed. This operation is very similar to the SubTool Remesh intersection option.
You can create an internal thickness within any DynaMesh by first inserting a negative mesh (Sub). Clicking the Create Shell button will then place a hole where the Insert brush was used and an internal thickness will be added to the whole DynaMesh. The Thickness slider (below) will let you change the size of the thickness, which is inward from the mesh surface. (In other words, it will be inside the model rather than inflating the surface.) This tool is perfect for people who wish print their models in 3D as it will reduce the amount of material for printing and so reduce costs.
If you do not wish to have a hole when Create Shell button is pressed make sure to move the negative inserted mesh away from the mesh before remeshing. It will then be ignored when creating the shell.
Defines the thickness of the shell in relation to the resolution of the DynaMesh.
Pressing this button will retopologize the model with a target polygon count of 5,000 polygons. This is only a target and the actual result will depend on the requirements of the particular mesh. ZRemesher will create a result which keeps the original shape of the model as far as possible, adapting the polygon size as required.
Half sets a target that is equal to half the model’s original polygon count.
Copies the selected subtool into memory.
Pastes a copied subtool from memory so that it is combined with the selected subtool.
Pastes a copied subtool from memory so that it replaces the selected subtool. If the subtool has subdivision levels then these are preserved.
Mirror And Weld
The Mirror and Weld button will mirror the tool along the selected axis (X,Y,Z) and then weld all points of the mesh. To establish the center of your tool move the Floor Elevation to 0. When you apply a Mirror and Weld along the Y axis remember that ZBrush is using the center point of the mesh. Moving the elevation of the floor to 0 will give you the visual of what will be Mirror and Weld.
Mirror and Weld will also transfer polypaint information.
Deletes all hidden polygons in a model, leaving only the visible portion.
InsertMesh allows you to add one mesh into the currently seleted mesh. Use InsertMesh to combine your model into one solid piece without SubTools. To use, the part you adding and the model already selected must either have no levels of resolution or they must have the same number of levels of resolution.
The Close Holes button will close all open holes of a mesh. Close Holes will only work on a mesh with no subdivision levels.
- Partially hidden meshes: the Close Holes function will close holes in partially hidden models, after which the entire model will be made visible. The surfaces created to fill the holes will have a different PolyGroup. An example of this capability is that you can easily hide a portion of a model, close the resulting opening and then close holes again with the fully visible model to create an internal wall.
The X Position slider will move the selected SubTool along the X axis. The value is absolute and so setting the value back to the previous value will restore the previous position.
The Y Position slider will move the selected SubTool along the Y axis. The value is absolute and so setting the value back to the previous value will restore the previous position.
The Z Position slider will move the selected SubTool along the Z axis. The value is absolute and so setting the value back to the previous value will restore the previous position.
The XYZ Size slider will adjust the size of the selected SubTool. The value is absolute and so setting the value back to the previous value will restore the previous size.
The X Size slider will adjust the size of the selected SubTool along the X axis. The value is absolute and so setting the value back to the previous value will restore the previous size.
The Y Size slider will adjust the size of the selected SubTool along the Y axis. The value is absolute and so setting the value back to the previous value will restore the previous size.
The Z Size slider will adjust the size of the selected SubTool along the Z axis. The value is absolute and so setting the value back to the previous value will restore the previous size.