Use ArrayMesh to generate precise, repeatable patterns and keep sculpting on a single source while all instances update in real time.
Quick start
- Set a reliable pivot: position the Gizmo 3D where you want the array to rotate/offset from (center of a circle, edge of a panel, etc.). Use Transform > S.Pivot or the Gizmo center/align icons to place it accurately.
- Open Tool > ArrayMesh and switch it On.
- Set Repeats to define how many instances you want.
- Use Offset (X/Y/Z) for linear spacing, Rotate (X/Y/Z) for radial distributions, and Scale (X/Y/Z) for gradual size changes per step.
- Sculpt on the source SubTool; all instances update interactively. Move/rotate the Gizmo to steer direction and center without leaving ArrayMesh.
- When finalized, click Make Mesh to convert instances to real geometry. Keep a duplicate of the live array as a non-destructive backup.
Practical recipes
- Linear runs (rivets, fence posts, stitches): set Offset on one axis, zero out Rotate and Scale. Adjust Repeats and Offset until spacing feels right.
- Radial patterns (bolts on a flange, spoke layouts): set the pivot to the circle’s center, zero Offset, increase Rotate around the circle’s normal (usually Z), then set Repeats. Fine-tune angle per step so one revolution equals 360°.
- Spirals and helical arrays (threads, coiled details): combine Rotate Z with a slight Offset in Z and optional Scale per step to introduce taper.
- Panel greebles: small Offset + subtle Rotate for a staggered look across surfaces. Block with low poly first, then increase Repeats.
- Boolean perforations: array a cutter SubTool, preview with Live Boolean, then Make Mesh and Make Boolean Mesh for crisp, repeatable cutouts.
Pro tips
- Pivot is everything: a few seconds setting a precise pivot saves minutes of guesswork. Align the Gizmo to edges or normals to control array orientation.
- Work light: keep the source low-poly while exploring counts and transforms. High Repeats on dense meshes can slow interaction.
- Iterate non-destructively: duplicate the SubTool before Make Mesh. Name your source “Array_SRC” and the baked result “Array_BKD” for clarity.
- Blend with other tools: after baking, use ZRemesher for cleaner topology, Group by Normals for manageable polygroups, and Polish by Features to refine surfaces without erasing edges.
- Export and print: bake, then Decimation Master for lightweight assets. For precise manufacturing, verify spacing with MeasureDistance and keep unit scale consistent.
- Performance sanity checks: if navigation lags, reduce Repeats temporarily, hide heavy SubTools, or lower arrayed mesh density until design is locked.
ArrayMesh excels at patterned detail while preserving editability—ideal for hard-surface accents, architectural rhythms, or any design language built on repetition. For licenses, upgrades, and expert advice on Maxon ZBrush, visit NOVEDGE: ZBrush at NOVEDGE or explore more solutions at NOVEDGE.






