Steer your topology where it matters: ZRemesher Guide Curves let you drive edge flow for cleaner, animation-friendly loops with minimal cleanup.
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Prep the mesh
- Organize major regions into Polygroups (eyes, mouth, ears, panel borders) to pair with KeepGroups for reliable borders.
- Crease essential hard edges (Crease) if you want ZRemesher to respect them via Keep Creases.
- Decimate or DynaMesh to even out density if the source is extremely uneven or scanned.
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Draw effective guides
- Select the ZRemesher Guides brush (Brush palette) and draw short, purposeful curves along desired edge flow.
- Encircle critical features (eye and mouth rings, nostril loops, ear helix; for props, panel borders and bevel paths).
- Use multiple short guides instead of a few long ones; avoid intersections and keep guides tangent through junctions.
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Core settings that work
- Target Polygon Count: set the K slider to your ballpark (e.g., 5–8K for heads; 2–5K per hard-surface part).
- Curve Strength: 15–30 for firm guide adherence; lower if you see wobbly loops, higher if guides are being ignored.
- Adaptive Size: 0–15 for more uniform quads (great for deformation); higher values allow size variation to preserve forms.
- KeepGroups: On when using Polygroups as “islands” and borders. Smooth Groups: reduce if borders must remain crisp.
- Keep Creases: On for mechanical edges you’ve creased and want preserved.
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Execute and iterate
- Run ZRemesher. If the result is close but not perfect, add a few more short guides where loops break or wander.
- Alt-click ZRemesher to try an alternate solution seed—often lands cleaner loops with the same setup.
- For symmetry, ensure Symmetry is enabled before remeshing to get mirrored topology.
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Advanced control
- Density painting: Enable Use Polypaint to paint white where you want more density and darker tones where you want fewer polygons; refine with Color Density.
- Hard-surface: Combine KeepGroups + Keep Creases with a few strategic guides along panel breaks for predictable, quad-friendly bevel support.
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Projection and polish
- Subdivide the new mesh and use Project All (adjust Dist and PA Blur) to recover sculpt detail without reintroducing messy edge flow.
- If tiny artifacts appear, lower Project Dist and project in staged passes per subdivision level.
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Troubleshooting quick hits
- Loops break or spiral: add short guides across problematic transitions; reduce Adaptive Size; increase Curve Strength.
- Border wobble: KeepGroups On, Smooth Groups lower, add guides parallel to the border.
- Too dense/sparse: adjust Target Polycount or leverage Use Polypaint density control.
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