ZRemesher Essentials

A step-by-step guide for basic ZRemesher workflow.

ZRemesher is most commonly used as the first step to build a basemesh with clean, animation-supported topology, then apply subdivisions to increase geometry resolution and sculpt high-fidelity details.

Bottom Toolbar > ZRemesher menu

Learn more about ZRemesher settings and functionality in this guide's Geometry > ZRemesher section.


Learn more about subdivisions in this guide's Subdivision Sculpting Essentials section.



ZRemesher Quick Guides

The following guides describe a generic process to follow for using ZRemesher to remesh a model symmetrically in the x axis.

This example demonstrates using the DemoAnimeHead default file provided in the Home Screen > New Sculpt > 3D Meshes section.


1. With a model loaded into ZBrush, observe different ZRemesh results with symmetry activated:

a.) With Symmetry active in the x axis and Local Symmetry active with Dynamic mode active, Move the model away from the world center and apply ZRemesher to generate a symmetrical result.

Local Symmetry Dynamic mode allows ZRemesher to remesh symmetrically in the x axis relative to the model by using the Gizmo3D position centered to the model.


b. With the model away from world center, disable Local Symmetry and have ZRemesher generate a symmetrical merge at the world center.

With Symmetry active but Local Symmetry disabled, ZBrush uses the world center as a symmetry axis, producing the demonstrated results.


c.) With Symmetry active, send the model to Home, leaving Local Symmetry disabled, and apply ZRemesher to see a symmetrical result.

Where the model sits at world center when Symmetry is active, ZBrush looks to the world center to mirror along the x axis relative to the world origin, resulting in a successful symmetrical ZRemesher result.

With Symmetry disabled, ZRemesher generates asymmetrical topology flow.

This is ideal for symmetrical sculpting accuracy.




2. With results generated at default settings from step 1, increase the Target Poly Count slider or value.

3. After the initial remesh, ZRemesher has two options to remesh again with new settings:

Option 1: Tap the Retry to ZRemesh with new settings applied, based on the surface state before the initial remesh.

Option 2: Tap the ZRemesher button to remesh a second time.


The Target Polygon Count slider is preconfigured to generate a desired result at a default value of 5.

5 entails an estimated 5,000 polygons. The resulting polygons vary depending on additional setting changes.

Steps 2 and 3 demonstrate a common scenario wherein you repeatedly use ZRemesher to find the desired topology flow and resolution. In most cases, it is best to use the Retry button to remesh the original model. This gives ZRemesher the ability to properly evaluate the surface contour of the source model to produce topology around these surfaces.

 


4. Apply the following settings and actions to paint custom resolution targets for ZRemesher:

a.) Activate the Use Polypaint option in ZRemesher settings

b.) Adjust the Color Density slider higher or lower.

c.) Select the Paint brush.

d.) Paint on the model to apply the selected Color Density value.

Before painting, use the left canvas toolbar Color > FillObject button to fill the model with solid color.

 

5. Tap ZRemesher to remesh with new settings.

This example showcases painting a few different color density levels on the surface, thereby producing various density levels for the generated topology.

Increasing Color Density produces saturated variations of the color red. A more saturated red produces higher resolution topology with ZRemesher.

Decreasing Color Density produces saturated variations of the color blue. A more saturated blue color produces lower resolution topology with ZRemesher.




Learn more about ZRemesher settings and functions in this guide's ZRemesher section.

ZBrush for iPad's ZRemesher works the same as in ZBrush desktop. Learn more in our external ZBrush ZRemesher documentation.