ZBrush Tip: ZBrush Pre-Export Integrity Checklist

January 29, 2026 2 min read

ZBrush Tip: ZBrush Pre-Export Integrity Checklist

Before you hit Export, run a quick integrity pass in ZBrush to prevent shading, baking, and rigging issues downstream.

Core cleanup checklist:

  • Mesh Integrity: Tool > Geometry > Mesh Integrity > Check Mesh Integrity. If anything is flagged, click Fix Mesh.
  • Remove invisibles: Hide stray islands (Select Lasso/Rect) and use Tool > Geometry > Modify Topology > Delete Hidden.
  • Seal gaps: Tool > Geometry > Modify Topology > Close Holes for watertight export (optional for baking, essential for printing/sim).
  • Weld split points: Tool > Geometry > Modify Topology > Weld Points with a conservative distance to prevent unintended merges.
  • Check normals: Tool > Display Properties > Double (view backfaces). If any shell is inverted, use Flip on that subtool.
  • Polish safely: Tool > Deformation > Polish by Features (low value) to remove micro-frays without collapsing edges.
  • Scale sanity: Tool > Deformation > Unify for consistent scene scale, or set explicit export scale under Preferences > ImportExport.

Why it matters:

  • Prevents non-manifold errors that break UV unwrap, decimation, or game-engine import.
  • Reduces bake artifacts (cage explosions, black triangles, ray misses).
  • Ensures stable deformation for rigging and simulation.

Recommended workflow (multi-subtool models):

  • Use SubTool Master to quickly show/hide batches. Clean each subtool from lowest to highest complexity.
  • If you must do topology edits on subdivided meshes, use Geometry > Freeze Subdivision Levels, perform the fix, then Unfreeze to reproject details.
  • After integrity fixes, run ZPlugin > Decimation Master (Pre-process Current/All, then Decimate) if you need a lighter export for DCC/engine.
  • For hard-surface shells, verify symmetry before export with Geometry > Mirror And Weld (enable local symmetry if needed).

Diagnostics you can spot early:

  • Shading tears or glittering in viewport = split vertices, flipped faces, or non-manifold edges.
  • Dynamesh creates unexpected holes = underlying mesh defects; fix integrity first, then remesh.
  • ZRemesher stalls or produces tangled loops = hidden doubles or self-intersections; delete hidden and weld points.

Export notes:

  • OBJ: Tool > Export with Grp enabled to preserve Polygroups as OBJ groups; disable Mrg to avoid auto-welding UV seams.
  • FBX: ZPlugin > FBX ExportImport for multi-subtool, tangent space normals, and smoothing group control.
  • Maps: Generate displacement/normal maps only after a clean integrity pass to avoid bake seams and spikes.

Pro tips:

  • Create a one-click Macro that runs Check + Fix Mesh, Delete Hidden, and Close Holes on the active subtool.
  • Use Polyframe (Shift+F) while orbiting a turntable—dense wobbling edges often reveal integrity issues.
  • Keep a “clean export” custom UI strip with Integrity, Modify Topology, and Export controls front-and-center.

Need ZBrush or add-ons for your pipeline? Get it from NOVEDGE for expert advice and licensing options, or explore ZBrush offerings directly on NOVEDGE’s ZBrush collection. Their team can help tailor export workflows for Maya, Blender, Unreal, and more.



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







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