SoMuchZBrush fast tracks these workflows
Create clean, lower density meshes with all of the original detail in one click.
Rapidly prototype game resolution meshes
Dynamesh with polycounts in mind instead of obtuse resolution values.
Auto-bake in Substance Painter and Marmoset Toolbag 3
Compatible with PC versions of ZBrush 2018 and 2019. Limited functionality in earlier versions. Mac support soon
Project current scene to current subtool.
Save Morph: Stores a morph target before doing the project. Try the morph brush after project with this on to clean up bad projections.
Poly Paint Only: Projects as normal, but only keeps the poly paint!
One click remeshing button to save you countless menus scrolls.
Low Res: Target resolution for ZRemesh on SubDivision 1
#SubDs: This setting tells you how many subdivisions you’d like
Estimate: Shows and approximate final high res polycount after recreating subdivisions. Also used as a check when subdividing.
Recreate SubDs: Turning this switch on will duplicate your model, zremesh, subdivide up to your max count, store a morph, and then reproject your detail. 10 less scrolls through the menu to do what you do on every mesh!
Dynamesh First: Enabling this switch will do a dynamesh before doing ZRemesh and reprojecting. Super helpful if you are making very low poly meshes from many elements.
Remesh Groups: Enabling this switch will have ZRemesh keep your polygroups.
2x Remesh: Remeshes once with full group smoothing followed by a second ZRemesh without it resulting in a substantially cleaner(but less detailed) low poly.
Dynamesh in number of polygons instead of “resolution.”
Reproject: Turns on reproject for dynamesh.
D Groups: Dynameshes polygroups individually.
Dynamesh Detail: Sets dynamesh polycount in millions of polygons
Quickly split a single mesh into multiple meshes with a bevel shape and thickness!
Setup Groups: A quick button to delete subdivisions and run PolyGroupIt by paint. This will split your mesh up into individual polygroups!
Polish: A little science to clean up your edge loops before you add thickness. Super useful if cleanliness is your goal.x
LoopHR: Primarily for hard surface use, this button will add a couple subdivisions before adding your panel loops making it relatively high density. Will result in cleaner planes.
Panel Thickness: Thickness of the created panel loops.
Bevel Shape Profile Slider
Diamond: 90 Angled profile for bevel shape.
Round: Rounded profile for bevel shape.
Square: Squared off profile for bevel shape.
Above: Places the extruded geometry above the surface of the source mesh.
Center: Places the extruded geometry centered on the source mesh.
Below: places the extruded geometry below the surface of the source mesh.
One button, 3 clicks= simple prototype mesh to check out in game. Each press will set
Selects the method in which the low poly is generated.
Dynamesh/Remesh: Combines all your visible meshes, dynameshes to make them as contiguos as possible, then uses Zremesh to create a simplified geometry with cleaner edge loops. Great for models that are simple and dont have a lot of holes in the mesh.
Decimation: Combines all your visible meshes, dynameshes to make them as contiguos as possible, then uses Decimation to make a simple low poly mesh. Works best to get a solid approximation of a a very low poly mesh(I.E. DOTA 2 assets.)
SUBD1: Uses your lowest subdivision on every visible subtool and combines them. Works best if you dilligently block things out.
SUBD1 Remesh: Uses your lowest subdivision on every visible subtool and combines them but Zremeshes at this resolution. Works best with things like Marvelous designer meshes.
Reset Proto: Resets the state of the Protomesh button to default state. Use this if you are switching projects or want to start fresh.
Proto Sym: Sets symmetry on for low res generation. This will not work if you are using SUBD1 or SUBD1/Remesh.
Low Poly Count: This slider controls the resolution of your generate low poly mesh. Not used if you select SUBD1 as your low poly type.
Proto Mesh Steps:
Menu with the Protomesh steps broken into single buttons. Useful if you want to repeat your UVs or reexport.
1 Merge: This merges your visible high poly mesh, creates a low poly model based on the type you've selected and does some preparation for UV mapping. This is a one off alternative to the Protoprep state of the main button.
2 Unwrap: This button will take your current polygroups and does its best to turn them to UV islands on your low resolution mesh. If you have a symmetrical low poly and have Proto Sym selected, it will also make the UVS mirrored.
3 Export: This button will export your mesh to the folder you have set as your project and if you have the Marmoset switch on, it will send it to Toolbag to bake textures automatically.
Useful extra tools that can speed up your workflow!
SymExtract: Extracts a mesh to your current extraction depth, turns on symmetry, selects the new mesh. No confirm dialog.
Divide2Max: Divides your mesh up to but not over your maximum polycount set above. Also retains open edges! ayyyy
GroupSym: Autogroups your mesh and groups symmetrical meshes. No more manual grouping for symmetry!
MergeVis: New button to merge all visible subtools and automatically select the created subtool.
..Plugin level settings live here. Project path, tools path, resolution, etc..
Proj.Folder: Sets the path your OBJs will export to. If you have Marmoset enabled, it will also generate your PSDs in this folder.
TB3 Path: Sets the path to Marmoset Toolbag 3. Required to bake textures automatically!
SP Path: Sets the path to Marmoset Toolbag 3. Required to bake textures automatically!
Tex Res: Sets the resolution of your texture bakes in Marmoset Toolbag 3.
Renderer: Select what to do on export
Just Export: Simply export your high and low objs to your project folder. Bring your own baker!
Marmoset: Export high and low objs, then send to Toolbag to set up a scene and auto-bake
Substance: Export high and low objs, then send to Substance Painter to set up a scene and auto-bake
Tools to help make UVs quicker!
Unwrap: Fixes mesh errors, then unwraps your mesh from polygroups. If your mesh is symmetrical and you have symmetry on it will respect it.
Flatten: Flattens your current mesh into a UV plane. While in this mode, you can assign new polygroups--when you unflatten, it will ask you if you would like to re-unwrap.