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.
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.
For models with subdivisions, any ZModeler functions that do not change the model's vertex order or topology are supported in some cases.
ZModeler operates on models that do not have active subdivision levels.
If the model has subdivisions, delete the higher levels or use Tool > Geometry > Freeze Subdivision Levels to preserve them while editing.
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.
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.