ZBrush Tip: ZBrush Asset Naming Standard

July 02, 2026 2 min read

ZBrush Tip: ZBrush Asset Naming Standard

Keep large ZBrush projects navigable and export-friendly with a clear, enforceable naming convention.

Why naming matters

  • SubTool names become group names in OBJ/FBX exports and help map updates via GoZ.
  • Multi Map Exporter and Texture exports often include the Tool/SubTool name in file outputs.
  • Consistent names accelerate handoffs to rigging, lookdev, and game integration teams.
  • Cleaner browsing and batch operations in SubTool Master, Lightbox, and folders.

Core schema (adapt as needed)

  • Pattern: DEPT_Asset_Part_State_Side_Res_Variant_Ver
  • Example: CHR_Knight_Head_Sculpt_L_HR_A_v012
  • Keys:
    • DEPT: CHR, PRP, ENV, VEH
    • State: Sculpt, Retopo, Cage, UV, Bake, Paint
    • Side: C, L, R; add F/B where relevant (e.g., Shoulder_L_F)
    • Res: HR (high), LR (low), PRX (proxy), SIM (sim mesh)
    • Variant: A/B/C or numeric 01/02/03
    • Ver: v### zero-padded (v001)

SubTools, Folders, and order

  • Use folder-level prefixes to control sort: 01_Body, 02_Gear, 03_Weapons, 90_Utilities.
  • Name SubTools with part-first clarity: CHR_Knight_Gauntlet_L_HR_v006.
  • For mirrored meshes, suffix before version: Boot_R_LR_v003 (avoid “copy” or “_1”).
  • Keep materials or Boolean parts grouped: 05_Booleans, 06_Boolean_Cutters.

Layers, Morph Targets, and Polygroups

  • Layers: LYR_Wrinkles_01, LYR_Pores_Cheeks, LYR_BakeFix; keep verbs first for action layers (LYR_SoftenNasal).
  • Morph Targets for projections: MT_PreProject, MT_PostFix; pair with notes in the Layer name.
  • Polygroups can’t be named, so reflect grouping intent in SubTool names and folder structure.

Textures and map outputs

  • Map naming: Asset_Part_MapType_UVTile_Version (e.g., Knight_Head_NRM_1001_v004).
  • Common MapType tokens: COL, NRM, DSP, AO, CAV, CURV, ID, RGH, MTAL.
  • Respect UDIM tiles (1001, 1002, …) and keep token order stable for batch tools.

File saves and increments

  • ZPR for scenes, ZTL for tools: Project_CHR_Knight_Lookdev_v021.zpr; Tool_CHR_Knight_Body_HR_v034.ztl
  • Increment on every major operation (retopo, projection, UV, bake) and before risky operations.
  • Optional timestamp addition for dailies: v012_2026-07-02.

Character safety and portability

  • Avoid spaces, non-ASCII characters, and special symbols beyond underscore; keep under ~64 chars for DCC safety.
  • Use consistent case (UpperCamel or SCREAMING_SNAKE_CASE) across the studio.

Automation and enforcement tips

  • Use ZPlugin > SubTool Master > Rename to batch-apply prefixes/suffixes.
  • Create a short “naming glossary” and pin it in your project ReadMe or in Lightbox.
  • Build a startup template ZPR with pre-made folders and example tokens.

Standardizing naming eases collaboration, reduces export friction, and speeds iteration. For studio-ready ZBrush licenses and workflow add-ons, explore NOVEDGE at NOVEDGE. Need to scale seats or integrate with your DCC stack? The team at NOVEDGE can help align tools, training, and best practices to your pipeline.



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







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