ZBrush Tip: ZBrush Scale Master workflow for consistent exports

December 01, 2025 2 min read

ZBrush Tip: ZBrush Scale Master workflow for consistent exports

Scale mismatches can derail an otherwise clean pipeline. Here’s a reliable way to keep ZBrush assets at real-world size and convert cleanly between DCCs and game engines.

Set a ground truth inside ZBrush

  • Use Zplugin → Scale Master to define scene units and exact dimensions. Pick your unit (mm/cm/in), enter a known measurement, and click to resize the active SubTool or all SubTools consistently.
  • Verify in Tool → Geometry → Size. XYZ Size shows the bounding box. Compare against your target measurement to confirm.
  • Avoid Deformation → Unify for production finalization. Unify is great for bringing assets into a sculpt-friendly size, but you must rescale back using Scale Master before export.

Lock scale for export

  • Store/export scale with Scale Master so every SubTool leaves ZBrush at the exact same real-world scale.
  • For OBJ: Units aren’t embedded. Keep a written note of your scale and apply it on import in the destination DCC.
  • For FBX: Use Zplugin → FBX ExportImport and set a Scale Factor that matches your target environment (details below).

Common targets and safe settings

  • Unreal Engine (centimeters):
    • Keep your ZBrush scene in centimeters via Scale Master.
    • FBX Scale Factor = 1.0. In Unreal, Import Uniform Scale = 1.0.
  • Unity (meters by default):
    • If your ZBrush scene is in centimeters, export FBX with Scale Factor = 0.01, or set Import Scale = 0.01 in Unity.
    • Check that the object measures correctly using a known reference (e.g., a 1 m cube).
  • Blender (meters by default):
    • Option A: Keep Blender in meters; export FBX from ZBrush with Scale Factor = 0.01.
    • Option B: In Blender, set Unit Scale to 0.01 to work in centimeters; then import at scale 1.0.
    • Always Apply Scale (Ctrl+A) after import to avoid downstream surprises.
  • Maya (centimeters by default):
    • Work in centimeters to match ZBrush via Scale Master.
    • FBX Scale Factor = 1.0; confirm Maya’s Working Units = cm before import.

3D printing checks

  • Use Zplugin → 3D Print Hub to set the desired output units and dimensions, then Update Size and export STL/OBJ.
  • Wall thickness and tolerances depend on scale—validate after setting real units.

Displacement and normal map consistency

  • Displacement intensity depends on consistent scale. Keep the same scene scale when baking and rendering.
  • For 32-bit displacement: note Tool → Displacement Map → Scale/Mid and match renderer settings accordingly.

Pro tip: round-trip test

  • Create a 100 mm calibration cube in ZBrush with Scale Master, export to your DCC/engine, verify size, then import back. Once this round-trip is correct, lock those settings for the project.

Need ZBrush, plugins, or expert guidance? Visit NOVEDGE for licensing, upgrades, and workflow advice. You can also explore ZBrush options curated by NOVEDGE to standardize your studio’s scale pipeline across tools.



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