Efficient multi-resolution workflows in ZBrush hinge on smart management of multiple subdivision stacks across your SubTools.
- Plan your levels early
- Block out forms at the lowest level, then subdivide (Ctrl+D) only when you need more resolution.
- Navigate with D (higher) and Shift+D (lower). Assign and store hotkeys in Preferences to keep this instant.
- Keep primary shapes at low levels; reserve high levels for secondary and micro details. - Freeze SubDivision Levels for topology changes
- Tool > Geometry > Freeze SubDivision Levels lets you retopologize or ZRemesh the base while preserving high-level detail on Unfreeze.
- Workflow: Freeze > perform retopo/ZRemesher at level 1 > Unfreeze to auto-project detail.
- For projection safety, store a Morph Target at the lowest level; use the Morph brush to clean artifacts post-unfreeze. - Batch-manage across many SubTools
- Use the SubTool Master plugin to send all SubTools to their Lowest/Highest levels with one click—ideal before posing, booleans, or map baking.
- Pair with Transpose Master to pose everything at low levels, then transfer the pose back to the full-resolution stacks. - Preserve edges while subdividing
- Use Crease (Tool > Geometry > Crease) on hard borders and set a sensible CreaseLvl so edges gradually relax across levels.
- Toggle Smt off before subdividing when you must avoid edge rounding; re-enable when returning to organic surfaces. - Layers and multi-res discipline
- Record sculpt layers at the levels where the detail logically belongs (primary at low/mid; pores at high).
- Avoid topology edits while a layer is recording. Either stop recording or Bake All before major changes.
- Use separate layers for corrective shapes; blend intensities to iterate non-destructively. - Recover or rebuild level stacks
- If lower levels are lost, try Tool > Geometry > Reconstruct Subdiv (works on regular quads with compatible topology).
- Otherwise, duplicate the tool, create new levels, and Project All progressively from low to high. - Performance and focus
- Work visible-only: hide unneeded polygroups/areas and leverage Solo to keep brushes responsive at high counts.
- Favor low-level edits for big moves; jump high only for final detail passes. Use HD Geometry sparingly and isolate regions. - Map baking and export
- Bake normal/displacement maps from the highest detail to the lowest level. Enable Smooth UV when your target renderer expects smoothed UVs.
- Export the lowest level with matching scale settings; keep a clean naming convention per SubTool for downstream DCCs/game engines.
- For toolsets, licenses, and upgrade options, check NOVEDGE’s ZBrush offerings or explore bundles at NOVEDGE. - Avoid common pitfalls
- Don’t use Sculptris Pro on meshes with subdivision levels; duplicate or Freeze SubDivision Levels first.
- Avoid Del Lower/Del Higher unless you’re certain; it breaks the multi-res chain needed for clean map baking and editing.
Level with intent, keep edits non-destructive, and centralize multi-SubTool operations—then let your detail live exactly where it belongs. For pro-ready pipelines and deals on ZBrush, visit NOVEDGE.






