ZBrush Tip: Deformation-Ready Joint Topology with ZRemesher

December 11, 2025 2 min read

ZBrush Tip: Deformation-Ready Joint Topology with ZRemesher

Build deformation-ready topology where it matters most: around joints. ZRemesher can rapidly generate clean, animation-friendly edge loops that bend predictably at shoulders, elbows, knees, and fingers—without a full manual retopo.

  • Create clear segmentation first:
    • Use Polygroups by masking or SliceCurve to define upper/lower limbs and joint bands.
    • Run Group Loops to add supporting rings around each joint (thin rings = tighter, more controlled bends).
  • Guide the flow:
    • Use the ZRemesherGuides brush to sketch circular paths around joints and longitudinal lines down limbs.
    • Close guide loops cleanly to encourage concentric edge rings at the pivot.
  • Density where it counts:
    • Polypaint darker (low density) on shafts and lighter (high density) at joints, then enable Use Polypaint in ZRemesher for targeted tessellation.
  • Remesh → Project:
    • Run ZRemesher with Keep Groups to preserve segmentation, then Project All to recover surface detail from your high-res source.
  • Test early, test often:
    • Use Gizmo 3D deformers (Bend Arc/Twist) or Transpose Master to quickly check elbow and knee bends before committing further detail.

Joint-specific cues

  • Shoulder: Favor circular loops around the deltoid insertions with longitudinal flow into torso and arm. Add an extra loop stack for clavicle movement.
  • Elbow/Knee: Two to three tight rings at the crease side, one to two broader rings on the stretch side to avoid candy-wrapper artifacts.
  • Wrist/Ankle: Concentric rings with at least one supporting loop on either side of the pivot; maintain a consistent loop width.
  • Fingers: Single guiding loop per phalanx with denser rings at the knuckles; keep loops uninterrupted around the circumference.
  • Neck: Helical or collar-like loops transitioning cleanly into the sternum and jaw; avoid T‑junctions at the pit of the neck.

ZRemesher settings that matter

  • Keep Groups: On (Smooth Groups 0–10 depending on how sharp you want borders).
  • Target Polygon Count: Start low (3–8K per limb); use Half for quick iterations.
  • Adaptive Size: 30–50 for organic characters; lower values for more uniform quads.
  • Curves Strength: 50–80 to honor ZRemesher guide lines.
  • Use Polypaint: On when you’ve painted density; otherwise Off for uniform targeting.
  • Keep Creases: On if you’ve creased borders that must remain.

Fast iteration loop

  1. Block polygroups and guides → ZRemesher (Half).
  2. Mirror and Weld (if needed) → Project All (low Dist, low PA Blur).
  3. Deform to test → Adjust guides/groups → ZRemesher again until bends are clean.

Pro tips

  • Use Poseable Symmetry to validate deformation on asymmetrical poses without losing symmetry logic.
  • If projection introduces artifacts, store a Morph Target first and blend back problem areas with the Morph brush.
  • For stylized models, slightly exaggerate loop spacing on the compressing side to preserve form readability at extreme bends.
  • Need guidance on licensing, upgrades, or workflow training? Explore ZBrush solutions at NOVEDGE and connect with their team at novedge.com for tailored recommendations.

When loops hold during simple bend tests, you’ve got a rig-friendly foundation. From there, add tertiary detail with confidence and export via Multi Map Exporter. For tool bundles and pipeline add‑ons that complement this workflow, check NOVEDGE’s Maxon offerings.



You can find all the ZBrush products on the NOVEDGE web site at this page.







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