ZBrush Tip: Camera-Accurate ZProject Projection and Texture Baking in ZBrush

February 16, 2026 2 min read

ZBrush Tip: Camera-Accurate ZProject Projection and Texture Baking in ZBrush

When you need to transfer textures and surface detail between meshes inside ZBrush, the ZProject brush (often called “ZProjector” in workflows) gives you precise, camera-based baking. Here’s a clean, production-ready approach you can rely on.

Prep the source and target

  • Load both meshes as SubTools. Make the target the active SubTool; keep the source visible.
  • Roughly align meshes in world space. If they differ slightly, use Gizmo 3D to nudge them into tighter overlap.
  • If you’re transferring a texture map, apply it to the source, then convert it to polypaint: Tool > Polypaint > Polypaint From Texture. Turn off the source’s Texture Map afterward to avoid confusion.
  • Subdivide the target until it can hold the incoming detail (match or slightly exceed the source’s apparent resolution).

Brush-based, camera-accurate bake (ZProject brush)

  • Select Brush > ZProject. For color-only, enable RGB and disable ZAdd/ZSub. For sculpt detail, enable ZAdd and set RGB off.
  • Brush > Auto Masking > BackfaceMask ON to prevent projection through thin areas.
  • Brush > Depth > Imbed near 0 for predictable projection close to the surface.
  • Use Transform > Transparency to see the source through the target while aligning the view.
  • Project in logical passes: broad areas first, then refine edges and occluded spots from multiple camera angles.
  • For seams, switch to Smooth with RGB only to gently blend color, or lightly polish sculpted transitions.

Global, fast bake (Project All)

  • With the target active and the source visible: Tool > SubTool > Project > Project All.
  • Use low Dist (distance) for tight-fitting meshes; increase slightly if rays miss. Run several low-Dist passes from different views for cleaner results.
  • To focus the transfer, mask protected areas on the target or temporarily hide non-essential SubTools.

Bake to a texture map

  • Ensure the target holds the projected color as polypaint (Colorize ON).
  • Create or refine UVs on the target (UV Master), then set the desired UV Map size (e.g., 4K).
  • Tool > Texture Map > Create > New From Polypaint to generate the baked texture. Export as needed.

Quality and troubleshooting tips

  • Store a Morph Target on the target before projecting. If artifacts appear, use the Morph brush to erase them locally.
  • Break the process into polygroups and project group-by-group for complex assets.
  • For very thin shells, inflate the target slightly (Deformation > Inflate 1–2) before projection, then deflate after.
  • If high-frequency noise transfers, apply a subtle Surface > Noise or a dedicated smooth pass on a Layer for adjustable refinement.

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