MicroMesh lets you replace every polygon on a target mesh with another mesh, generating rich detail fast while keeping your base scene light. Think chainmail, foliage cards, bolts, greebles, and high-frequency kits that you can later convert to true geometry for export. If you need a license or upgrades, check out NOVEDGE.
When to choose MicroMesh:
- Populate surfaces with repeating pieces without committing to heavy geometry upfront.
- Keep the base low-poly, preview with BPR, then convert to real geo only when needed.
- If you need per-polygon variation/controls, consider NanoMesh; for quad-based cloth weaves, consider MicroPoly. For one-to-one polygon replacement, stick with MicroMesh.
Quick setup workflow:
- 1) Prepare the source “micro” mesh
- Make it a clean PolyMesh3D, low poly, centered pivot, Z axis as “forward.”
- Model at real-world-ish scale; apply Freeze Transformations (Deformation > Unify or Reset pivot/orientation).
- Keep a single material and minimal polygroups unless you need distinct IDs later.
- 2) Prepare the target mesh
- Ensure evenly distributed polygons; use ZRemesher or QMesh to regularize faces.
- Use polygroups to isolate areas that will receive different micro meshes or densities.
- Fix issues first: Tool > Geometry > Mesh Integrity; Close Holes; Weld Points.
- 3) Assign MicroMesh
- Select the target subtool, go to Tool > Geometry > MicroMesh, and pick your source mesh as the replacement.
- Press BPR (Shift+R) to preview. Adjust orientation and scale on the source mesh if needed, then reassign.
- Optionally assign different micro meshes per polygroup by hiding others and repeating the assignment.
- 4) Convert and optimize
- When satisfied, Tool > Geometry > Convert BPR to Geo to bake actual geometry.
- Use Decimation Master to reduce overhead while preserving silhouette and detail.
- Combine subtools, then Weld Points if necessary and Polish by Features to clean transitions.
Control, variation, and quality tips:
- Orientation: Design the source mesh so its Z axis matches the face normal; include a small “locator” polygroup to double-check facing.
- Density: Subdivide or ZRemesh the target to control how many instances you generate. Fewer, larger polygons = fewer, bigger instances.
- Local direction: Add subtle edge-flow to the target so polygon normals guide a consistent micro-mesh facing.
- Material/UV carryover: If your source has UVs/polypaint, they’ll transfer per instance—handy for cards, bolts, and decals.
Troubleshooting:
- Exploding or flipped pieces: Recenter and reorient the source mesh; check normals by using Display > Double for quick inspection.
- Performance stalls: Work on isolated polygroups; preview with smaller target meshes; decimate after conversion.
- Need randomization: Use NanoMesh for per-face scale/rotation/offset control; then convert to geometry.
For dependable licensing, bundles, and expert advice on ZBrush workflows, start with NOVEDGE.






