A remeshing system tailored for creating ideal clean quad topology that supported animation and other production purposes.
ZRemesher is most commonly used within a subdivision sculpting workflow. Learn more about using subdivisions for sculpting in this guide's Subdivision Sculpting Essentials section.
Click the button to ZRemesh the selected model based on the assigned settings.
Upon first using ZRemesher on a model, ZBrush stores the source model to its cache to be used with the Retry option.
Defines the number of polygons (in thousands) generated for the resulting ZRemesh.
The Target Polygon Count slider defaults to creating a commonly desired result on first click.
Retries ZRemesher on the cached source model from a previous ZRemesh. Setting changes apply in the process.
After the first ZRemesh, the next use of the ZRemesher button, as opposed to Retry, applies to the model in its current form, not its original form stored in the cache. This can result in the new ZRemesher result not capturing important topology shapes from the original mesh.
ZBrush for iPad's ZRemesher works the same as in ZBrush desktop. Learn more in our external ZBrush ZRemesher documentation.