14 pro tips for zbrush workflow

7 min read

ZBRUSH

Oscar Juárez reveals the top tricks you can use to level up your modelling game

Since 2005 I’ve been using various modelling software, which has given me a wide view of the technology’s progress. Back then I remember using SketchUp, because it still performed well despite the fact my PC had no graphics card and very little RAM. I then changed over to Cinema 4D, which had something that SketchUp didn’t in V-Ray, meaning that I was able to start rendering. Years later I switched to the combination of 3ds Max with Chaos Corona for my render engine.

PREFERRED PROGRAM ZBrush is Oscar’s go-to software for art toys and models for 3D printing

Throughout this time, my main job was focused in architectural visualisation, so most of the models I made weren’t overly complex. There were, however, times when I tried to model something different and step out of my comfort zone. I did some mech work, as I love all things mech related, and it went okay, but I also got into creating more organic shapes, which added another software skill set in ZBrush. It all started so casually with the typical sphere, plus a totally different interface.

As I got deeper into ZBrush, I discovered it has all I needed to make my ideas come to life. I’m still using 3ds Max for archviz, but when we talk about creating organics models, art toys and 3D-printable models, I choose ZBrush. In this article I’ll give you some useful tips focusing on the fastest workflows, so you can get creating in no time.

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01 PLACE REFERENCES WITHIN ZBRUSH

One of the most important aspects when modelling is having proper references, and working in ZBrush is no exception. With references, you’ll be able to model shapes the way you need. To place a reference within ZBrush, first press Shift+P to see the floor, and then in the Draw tab under Front-Back, click Map1 and load the image you want to be your reference. Once the image is loaded, you can adjust the size and position it to your needs. The same is also possible for the Left-Right views.

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Blockout first Before adding details to the model, always remember to have an accurate blockout so you can see where the shapes are going and have total control. Once the shapes are correct, it’s time for the details.

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02 EDIT OPACITY

Once we have our references, it’s time to ad