ZBRUSH: SIMPLE DRAGON, PART 1 – BLOCK
ZBrush: Foundations
If you’re an existing Maya user, this page will help you learn ZBrush version 4r8 and above (ZBrush now is in version 2018).
You’ll see how to block this Simple Dragon, and in later lessons, you’ll learn how to sculpt, texture and, and export him back into Maya for rendering.
We’ll explore many of the ZBrush features so that you’ll be able create your characters too.
ZBrush uses non-standard naming conventions that can make it confusing, but it shares the universal 3d principles that you should already know. This page will help you translate your existing knowledge of Maya into ZBrush terminology.
What Is ZBrush?
ZBrush is primarily a 3d sculpting program, but it also comes with polygon and texturing tools too. ZBrush can be addictively fun to learn with its ability to effortlessly manipulate million-polygon models.
In animated production, ZBrush can quickly detail concept sculpts. It’s ideal for building models with complexity.
ZBrush compliments with Maya nicely, you can think of it as an extension of Maya’s capabilities. Maya is great for polygon modeling and ZBrush for sculpting.
What Will You Learn Here?
On this page you’ll learn the basics such as navigating, creating and managing objects, and you’ll learn how to use the sculpt brushes and various blocking workflows.
The following pages (parts 2 and 3) will teach you sculpting, textures and export workflows.
Block Workflows
There’s three main block workflows demonstrated on this page…
1. Primitive Block Workflows
2. Maya To ZBrush GoZ
3. Sculpt Block Workflow
The first workflow called `primitive-blocking` covers the foundational tools, and you’ll see how poly-groups can help you manage complex objects. You’ll also see Dynamesh that can be used to join your objects easily.
The second workflow will show you how to block a model in Maya and import it into ZBrush for sculpting which is one of our favorite ways of working.
And in the last section, you’ll discover the fastest workflow which uses masking to extrude new forms. This technique can cause lumpy side effects, and requires more sculpting expertise for the beginner.
Dynamesh and ZRemesher
The blocking workflows on this page feature Dynamesh and ZRemesher.
Dynamesh allows you to join multiple objects into one high polygon mesh. And ZRemesher is ZBrush’s auto-retopology tool. These tools make ZBrush an essential program for advanced 3d artists.
Which Version Of ZBrush Should You Use?
ZBrush comes in a ‘fully featured’ version and the discounted `ZBrush Core` which has many of its tools disabled. There is a 45-day trial but no free or educational version outside of large institutions.
ZBrush 2018 45 Day Trial
ZBrush 2018 Core $179.95 USD
ZBrush 2018 (Full Version) $895 USD
On this page, we’ll be teaching the full version. ZBrush Core lacks the ZRemesher feature which is used in a significant number of our workflows. It’s also missing GoZ, Project All, Displacement, Normal Mapping, Decimation Master (Poly Reduce) and more.
Please support Pixologic the creators of this great program by at least buying ZBrush Core. Remember that the license is not subscription based and can last many years without any upgrade fees.
C3dC Hotkeys And UI Config
To make ZBrush easier, you can download our customized menus and hotkeys. The application’s most important buttons are difficult to find and our menus put them into one easy-to-find location.
Andrew will demonstrate each video with our custom hotkeys and menus, but if you prefer to use the default settings, you can find those in the notes under each video.
Download The C3dC ZBrush UI And Hotkeys.
Animation Warning!
ZBrush is a fun and rewarding program. However, if your goal is to animate characters, we recommend that you complete an intermediate level character in Maya (or equivalent) before learning the software. It’s rare for beginners who start 3d in ZBrush to animate their characters. If you don’t intend to animate or work within an animation team, then that’s fine too.
ZBrush has made an enormous contribution to concept art and detailing, but it’s more of a supporting package in the context of the 3d industry which requires moving images. Games, Film, and TV. We recommend a foundational polygon knowledge as a pre-requisite for this class.
Important Note
Important Installation Note
The config and hotkeys work well with ZBrush 2018 which is the upgrade from version 4r8.
If you are using version 4r8, please make sure you have ZBrush 4r8 installed with the Patch 2 upgrade. The Patch 2 update fixes many bugs. Previous to Patch 2 our UI may crash due to backward compatibility issues.
Contents (1:10 hrs)
1.1 – Class Overview
1.2 – Open Sphere
1.3 – Load Custom Config
1.4 – Basic Scene Settings
1.5 – Edit Mode Note
1.6 – Navigation
2.1 – Image Planes
2.2 – Spotlight Image
2.3 – Saving The Scene
3.1 – Subtools (Objects)
3.2 – Subtool Functions
4.1 – IMM Primitives
4.2 – Deformers
4.3 – Masking, Move
4.4 – Clip Curve
4.5 – IMM Horns
4.6 – Custom Config Bug
4.7 – Flip And Mirror
5.1 – Polygroups
5.2 – Roughing Shapes
5.3 – Dynamesh Prep
5.4 – Dynamesh
5.5 – Block 01 Conclusion
6.1 – Maya ZBrush Send
7.1 – Fast Neck Block
7.2 – Fast Dynamesh Body
7.3 – Fast Flatten
7.4 – Fast Horns
7.5 – Fast Eye Socket
7.6 – ZRemesher
7.7 – Dividing The Mesh
7.8 – Dynamic Subds
Instructor
Andrew Silke
Software
ZBrush 4r8
Downloads
C3dC ZBrush UI And Hotkeys
Simple Dragon Image Planes
Simple Dragon Example Files
Date
July 2017
Last Updated
September 2026

1. ZBRUSH FUNDAMENTALS (13:18 MINS)
Get started in Zbrush with the basics in this section.
1. Open A Dynamesh Sphere
2. Load the C3dC Custom Prefs and Hotkeys
3. Learn the Maya style orbit modes and set the camera’s angle of view
4. Beware of the 2d mode in ZBrush and find how to fix scenes while accidentally entering it
5. Learn the basic Navigation hotkeys which vary from the Maya style.
This section shows the basics that you need to know while first opening the program.

2. SETTING IMAGE PLANES (8:13 MINS)
There are many ways to create image planes in ZBrush. Here you’ll see the two methods…
1. Using Grid Image Planes
2. Using Spotlight as a Reference Plane
Grid image planes map onto the floor grid and are easy to use. Toggle between the orthographic camera with p and use shift to snap the camera to front side and top.
Spotlight is a tool often used while texturing. But you can use it for reference as well. Be sure to check off the “Spotlight Projection” button this will allow you to sculpt as per normal.

3. SUBTOOLS (ZBRUSH’S OBJECTS) (6:01 MINS)
A Subtool is the equivalent of a Maya object; you can organize them using the Subtool view under tools. Think about this area as the equivalent of the Outliner window.
Split helps you break apart shells of a single mesh to create many objects like Maya’s Extract.
Merge, usually Merge Down is the equivalent of Combine, and you can reorder, rename, and delete Subtools as you like.
ZBrush has no groups or hierarchies, and so it can be difficult to handle many objects. By using Masking and Polygroups, you can work around some of these shortcomings. You’ll learn about those concepts in later sections.

4. BLOCKING WITH PRIMITIVES WORKFLOW (10:27 MINS)
The first blocking workflow is “Primitive Blocking.” The ZBrush method here is much like Maya’s.
You’ll discover how to use IMM primitives to insert shapes into the current Subtool (object) and see how masks can be useful for managing different mesh elements.
The new 4r8 (also in version 2018) deformers under the Gizmo tool can be compared to Maya’s deformers so you should feel comfortable here.
The Move brush is the first brush to learn, and it’s identical to Maya’s grab brush.
Mirroring is robust in ZBrush too, so no need to worry about center lines or merging, the program will handle all the hard stuff for you.

5. SHAPING AND JOINING PRIMITIVES (10:18 MINS)
This is the second part of the first workflow “Primitive Block”. The section will show you how to sculpt a rough pass on the forms and use Dynamesh to join your meshes together.
Dynamesh is one of the most impressive ZBrush tools that allows you to combine multiple shells instantly. Although the resulting mesh is dense it’s fine for sculpting.
Dynamesh allows you to invent workflows without needing to worry about topology. It’s a destructive tool which can erode previously sculpted details, when it’s used correctly it’s indispensable.

6. SEND BETWEEN ZBRUSH/MAYA (3:17 MINS)
GoZ is ZBrush’s send feature, its well tailored for Maya users.
In this section, you’ll see how you can transfer and update objects between the two programs efficiently.
It’s ideal to use both programs for their strengths, and being able to move between applications effortlessly is crucial.
This section shows how to send and join a block mesh from Maya into ZBrush and then back again.
Maya has strengths in poly blocking, it’s hierarchies, and pivot tools are superior to ZBrush’s, but ZBrush is the king of sculpting and high poly counts, so it can be useful to use both programs in tandem for different tasks.

7. FAST SCULPT BLOCK WORKFLOW (19:17 MINS)
This last section on the blocking page shows an alternative fast and dirty way of working inside of Zbrush.
This workflow is prone to creating more lumps and bumps, but the accomplished sculptor who can fix these issues will find that it can be one of the fastest and most powerful ways of working.
The Fast-Sculpt Blocking Method uses Masks, Move, and Dynamesh to quickly extrude forms. Multiple shell meshes can be combined and joined to create block shapes quickly. And then you can add ZRemesher (Auto-Retopology) into the mix which produces perfect sculpt base meshes.
The goal of the block is to build base forms that can be easily detailed. With practice, this seemingly rough workflow has the potential to produce impressively fast results.

