ZBrush Tip: Control ZRemesher density with Target Polygon Count

January 10, 2026 2 min read

ZBrush Tip: Control ZRemesher density with Target Polygon Count

Dial in ZRemesher’s Target Polygon Count for predictable, clean topology without guesswork.

The Target Polygon Count slider (in thousands) tells ZRemesher your intended density, letting you iterate quickly between sculpting and topology. Rather than remeshing blindly, set a number that matches your downstream needs (animation, baking, or concept), then let ZRemesher distribute quads intelligently.

  • Preparation
    • Clean the mesh: Close Holes, Delete Hidden, and check for non-manifold bits.
    • Enable symmetry if needed before remeshing for even distribution.
    • Store a Morph Target or duplicate the SubTool as a safety.
  • Core workflow
    • Set Target Polygon Count to your goal (e.g., 5 = ~5k quads).
    • Adjust Adaptive Size: higher values emphasize feature preservation; 0 favors even quad size.
    • Optionally enable Keep Groups (and Detect Edges) to respect polygroups and sharp borders.
    • Use ZRemesher Guides to steer loops around eyes, mouth, elbows, or panel lines.
    • Click ZRemesher; evaluate edge flow and density; iterate with small slider tweaks.
    • Project All from the high-res source to recover detail once the base is approved.

Practical targets (adjust by asset complexity):

  • Concept sculpt base: 3–8k
  • Animation-ready character blockout: 10–25k
  • Props/hard-surface mid-res: 2–10k (use Keep Groups + Detect Edges)

Tuning tips for precision:

  • Half/Same/Double buttons: iterate quickly without changing the slider numerically.
  • Adaptive Size 0–10: lower for uniform quads (great for UVs), higher for accentuating forms.
  • Use Polypaint: enable Use Polypaint to locally increase density where intensity is higher.
  • Curve Strength: increase when using ZRemesher Guides to enforce loop placement.
  • Freeze Border: preserves silhouette boundaries (useful on trimmed panels or open edges).

Troubleshooting common outcomes:

  • Random loops or spirals: lower Adaptive Size, reinforce with Guides, or slightly raise target count.
  • Softened edges: enable Keep Groups + Detect Edges; optionally run Polish by Groups pre-pass.
  • Too many poles: reduce target count incrementally and add Guides to clarify flow.
  • Under-resolved features: increase Target Polygon Count by 1–2k or paint local density.
  • Projection artifacts: subdivide the remeshed model once before Project All; project in stages.

Pipeline best practices:

  • Retopo early, then return to sculpting with a controllable subdiv hierarchy.
  • UV after ZRemesher for a stable layout; bake normals/displacement reliably.
  • For external DCCs, maintain quads and target counts that match rigging and baking budgets.

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