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.
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.
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.