ZModeler Best Practices

ZModeler works specifically with PolyMesh3D objects. When working with primitives or ZSpheres, convert them to PolyMesh3D before using ZModeler by selecting Make PolyMesh3D or generating a mesh through Unified Skin or Adaptive Skin.

Subdivision Levels and Performance

ZModeler is optimized for low to mid-polygon models and functions best on models without subdivisions. ZModeler may not perform efficiently with high polygon meshes. Consider its polygon or active point count if applying ZModeler to an existing high-resolution model.

Masking edges, points, and polygons for a subdivided model is supported.

To preview how a low-poly model will look when subdivided, use Dynamic Subdivision, which provides a real-time high-resolution display without modifying the base mesh.

For more details, refer to the Dynamic Subdiv chapter.

Topology Considerations

ZModeler only supports quadrangles (quads) and triangles (tris)—it does not support n-gons. When an action would generate n-gons, ZBrush iPad automatically inserts additional edges to maintain quad-based or tri-based topology.