ZBrush Tip: Reproject Higher Subdiv to Restore Microdetail

December 20, 2025 2 min read

ZBrush Tip: Reproject Higher Subdiv to Restore Microdetail

Recover high-frequency detail after reshaping your low subdivision levels by using Tool > Geometry > Reproject Higher Subdiv. This maintains your sculpt’s fidelity without altering topology.

When to use it

  • After proportion changes at SDiv 1–2 that softened or destroyed pores, wrinkles, or crisp edges at higher levels.
  • Post “Freeze Subdivision Levels” workflows when you edited the base with ZModeler or Deformation tools and need your micro detail back.
  • When importing an updated base mesh at SDiv 1 (same vertex order) and you want to realign existing higher-level details.

Core workflow (reproject progressively)

  • Go to the lowest subdivision level (Tool > Geometry > Lower Res).
  • Mask areas you don’t want adjusted; visibility and masks constrain the reproject.
  • Click Reproject Higher Subdiv.
  • Step up one subdivision level, evaluate, and click Reproject Higher Subdiv again.
  • Repeat per level until you reach the highest SDiv and the original detail is restored.

Best practices

  • Store a Morph Target at SDiv 1 before large edits so you can paint back your pre-edit shape with the Morph brush where needed.
  • Use polygroups and partial visibility to control which regions reproject—great for preserving new silhouette changes while recovering pores only in selected areas.
  • If minor artifacts appear, lightly Smooth (Shift) at a lower SDiv, or use Polish by Features at low intensity.
  • Assign a hotkey: Ctrl+Alt+Click the Reproject Higher Subdiv button to bind a custom shortcut and speed up the per-level iteration.

Troubleshooting

  • Exploding verts or spikes: Ensure your mesh is manifold and free of double vertices (Tool > Geometry > Modify Topology > WeldPoints as appropriate). Mask trouble zones before reprojecting and clean with the Move or Smooth brushes.
  • No effect or button greyed out: Reproject Higher Subdiv requires an unchanged vertex count across subdivision levels. If topology changed, use Freeze Subdivision Levels before edits, or transfer detail using SubTool > Project > Project All between meshes.
  • Detail still looks soft: Reproject per level (not just once). Evaluate after each step and add selective masking to protect newly established shapes.
  • UVs: Since you’re staying within the same mesh, UVs created at the base level are preserved—verify by toggling Morph UV to confirm island integrity.

Workflow tips that pair well

  • Combine with Layers: Keep micro detail on a layer so you can blend intensity after reprojection.
  • Use Dam_Standard or ClayBuildup lightly after reprojection to re-accent plane breaks.
  • QuickSave and incremental files help you A/B test different reproject passes safely.

Need ZBrush, upgrades, or add-ons? Check NOVEDGE for current offers and licensing options, or browse ZBrush-related products directly at NOVEDGE. A well-structured reprojection pass can save hours of cleanup while preserving the character of your original sculpt.



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







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