Elevate your turntables and stills by pairing clean bake maps with ZBrush BPR passes, then compositing for a crisp, controllable final presentation.
Prep the mesh
- Finalize forms at the highest subdivision; keep a clean lower SubDiv for map generation.
- Generate UVs (Zplugin > UV Master). Enable Symmetry and Use Existing Seams if you have partial work.
- Name SubTools clearly; these names carry into exported maps and BPR passes.
Multi Map Exporter (Zplugin > Multi Map Exporter)
- Displacement:
- Enable Displacement, set 32-bit, Adaptive, Smooth UV (if the target renderer smooths UVs).
- DPSubPix 1–2 for sharper capture; export EXR or 32-bit TIFF.
- Record Mid (0.5 default) and Scale for consistent render intensity downstream.
- Normal:
- Enable Normal, Tangent space, Smooth UV; pick OpenGL or DirectX (Flip G as needed by your DCC/engine).
- 8–16 bit TIF/PNG is typical; maintain 2K–8K depending on asset scale.
- AO and Cavity:
- Enable Ambient Occlusion and Cavity for broad and micro shadowing. Keep rays moderate (32–64) to control bake time.
- Export AO as 16-bit for smoother gradation; Cavity can stay 8-bit.
- ID/Color:
- Polypaint flat colors per material ID (Tool > Polygroups to assist), then export Texture from Polypaint.
- Global options: Use Flip V for most external apps; set Map Size Per SubTool for consistent resolution.
BPR setup (Render > BPR)
- Tune Shadows and AO: Increase Rays and Angle moderately; use VDepth 2–4 for softer AO falloff.
- Materials: One strong base material (e.g., SkinShade4/Basic), add a second pass with a specular-friendly MatCap if needed.
- Render > BPR RenderPass: Export Shaded, Shadows, AO, SSS, Specular, Mask, and Depth (ZDepth).
- Optional: LightCap for quick HDR-style lighting; BPR Filters for gentle sharpen/bloom—avoid overdoing in-render effects if you plan to composite.
Compositing quick recipe
- Base: Shaded.
- AO: Multiply, 30–60% opacity; avoid double‑occlusion if you’ll also use baked AO on textures.
- Shadows: Multiply, mask where needed to control grounding.
- Specular: Screen/Add, levels-adjust to taste.
- SSS: Screen/Soft Light, low opacity for subtlety.
- Cavity (baked): Overlay/Multiply for micro-contrast on edges and pores.
- Depth: Use as Z-Depth for DOF; blur via lens blur with accurate gamma (linear workflow recommended).
- Mask: Isolate SubTools/polygroups for per-part color correction.
Pro tips
- Keep a “maps readme” with displacement Mid and Scale for the lookdev team (or future you).
- Use 32‑bit displacement for hero shots; 16‑bit may band on closeups.
- When time is short, combine a lower‑ray BPR AO with a baked cavity to save render time while retaining perceived detail.
- Batch via SubTool Master + Multi Map Exporter for consistent naming and pass coverage.
Looking to standardize this workflow across your studio or upgrade your ZBrush seat? Explore licenses, training, and bundles at NOVEDGE. For ZBrush and companion tools, reach out to NOVEDGE for expert guidance and competitive quotes.






