An all-in-one digital design sculpting solution, designed for the pursuit of art.
ZBrush® 4R7 is a digital sculpting and painting program that has revolutionized the 3D industry with its powerful features and intuitive workflows. Built within an elegant interface, ZBrush® 4R7 offers the world’s most advanced tools for today’s digital artists. With an arsenal of features that have been developed with usability in mind, ZBrush® 4R7 creates a user experience that feels incredibly natural while simultaneously inspiring the artist within. With the ability to sculpt up to a billion polygons, ZBrush® 4R7 allows you to create limited only by your imagination.
Signature features in ZBrush® 4R7 include: ArrayMesh, NanoMesh and ZModeler with QMesh. All of these features are useful throughout the creative process, from initial creation of your model to beautifying your artwork. They allow you to stay within ZBrush® 4R7 for more of your workflow, doing things that were either impractical or even outright impossible to accomplish before now.
By purchasing or upgrading to ZBrush® 4R7, you will add another set of tools to your arsenal, expanding your artistic freedom and creativity.
With ZBrush® 4R7 comes the ZModeler brush. This smart polygonal modeling system is designed to simplify your creation process. Quickly and dynamically create new shapes, doing so more easily than ever before possible: fuse polygons, delete full blocks of geometry, connect parts with advanced paths, and repeat your actions with a single click!
With the ZModeler brush, ZBrush® 4R7 takes a quantum leap beyond the organics that it is already relied upon for. You can refine the shape of your model in real-time to revolutionize how you create hard surface models, architectural structures or highly detailed environments. The possibilities are endless.
MULTIPLE INSTANCES AND INFINITE DETAILS
Instances and Details
ZBrush Artist: David Schultz
With the new NanoMesh and ArrayMesh features, you as the artist can bring more complexity and detail to your work while still maintaining a low polygon count. Both NanoMesh and ArrayMesh will allow for multiple instances of any object to be created and then adjusted in a matter of seconds.
Render with Complete Details
ZBrush Artist: Stefan Morrell
With ZBrush® 4R7 the BPR Render system will now render all Surface Noise as displacement, deforming the mesh to match the attributes of any procedurally created noise. It is like having a displacement map without needing to actually create the map. See extremely detailed results at render time regardless of polygon count.
ZBrush® 4R7 TO KEYSHOT
With the ZBrush® 4R7 to Keyshot Bridge1 you can seamlessly connect ZBrush® 4R7 with KeyShot 5 to produce hyper-realistic and high quality images. If you don't already own KeyShot 5 or if its price is simply out of your reach, a "special edition" KeyShot for ZBrush® 4R7 is also available2.
The KeyShot to ZBrush® 4R7 Bridge changes your Best Preview Render (BPR) button to instead send your models to KeyShot with a single click. All associated data transfers automatically, including materials, displaced geometries, procedural noise, PolyPaint or textures -- and of course the new NanoMesh and ArrayMesh. If ZBrush® 4R7 can display it, KeyShot can render it!
Push the boundaries of your imagination with the ZBrush® 4R7 64-bit Preview Edition3. ZBrush® 4R7 can now tap all available computer memory and processing power for more details, even more complex models and faster operations.
Retopologizing has never been as artist-friendly as with ZRemesher 2.0. With a single click, you can automatically produce organic or hard surface topology without spirals. If one-click topology isn't the right answer for every situation, you can intuitively take control of the re-topology process with curves to assist in determining polygon flow.
To continue improving its integration with the artist's pipeline, ZBrush® 4R7 introduces a new free plugin: FBX Import Export. This supports texture, normal and displacement maps, blendshapes, smoothing based on normals and much more!
As with past updates, ZBrush® 4R7 doesn't stop at major features. It also includes numerous other additions which will improve your productivity and creativity. A few are:
Replay Last can now be reapplied to any portion of the model.
Background images applied with the Grid system can now be projected onto your model for a painted guide in your newest creations.
Start any sculpt with the new polygonal Cube, Sphere and Cylinder primitives.
Automatically center the TransPose line on any unmasked, partially visible or symmetrical piece of geometry with one click.
Copy and Paste between Tools, SubTools and even Projects.
And whole lot more!
Features in 4R6
ZBrush 4R6 continues to improve and enhance ZBrush functionality by giving you access to an enriched toolset of new features which will increase your creativity and productivity. The new ZRemesher provides entirely rebuilt retopology system to give even better automated and user guided topology. There are also new brushes and functions to improve your workflow for both organic and hard surface sculpting.
ZRemesher is the next evolution in our automatic retopology solution. ZRemesher has been designed with an artist’s point of view in mind. With a single click, ZRemesher produces ideal new topology based on your original mesh.
The new functions in ZRemesher are smarter, able to analyze the curvature of your model with the precision of a computer, but with he subtlety of the human eye.
Add more polygons locally where needed, changing their shape to create perfect topology flow. As with most ZBrush tools, ZRemesher also lets you take control over the automatic process and give your own guidance to the core algorithms. It is easy to drive the flow of polygons with the help of curves. You can also define where you wish to have more or lower polygon density. You can perform local retopology to a specific part of your mesh while keeping a natural connection with the support model.
By default, ZRemesher gives the Adaptive Size setting higher priority than the Target Polygon Count because of the Adaptive Density mode which is enabled by default. But when this mode is disabeled, ZRemesher will adjust its topology calculations to give equal weight to your Target Polygon Count value.
ZBrush’s powerful creative toolset is largely based on its brush system. With each release we add new brushes that can transform your way of working or simply make your daily sculpting easier. With ZBrush 4R6, we continue this long tradition.
The new Trim Curve brushes cut your models in a way that is very similar to the Clip brushes, but deletes the affected polygons rather than pushing them to the stroke line. And as you can imagine, these new brushes will be DynaMesh’s new best friends!
Creating holes through a mesh has been possible since the introduction of DynaMesh and more recently enhanced with Mesh Fusion. Now ZBrush adds another option for this purpose with the Bridge Curve brush: select an opening, PolyGroup border or crease edge and connect it with another to generate a bridge of polygons. And because this new topology detection is so useful with the Frame Mesh feature, we went ahead and enabled it for all brushes that use curves. You will love it as much as we do!
The new additions and improvements don't stop there! Here is a brief summary of other noteworthy new functions:
DynaMesh now preserves PolyGroups. This makes it so easy to do Panel or Group Looping on a DynaMesh after having used Mesh Insert or Mesh Fusion! The Slice brushes now only operate on the curve position and won't propagate. What you see is now exactly what you get! Group Front -- a new PolyGroup creation function -- detects all polygons which face the camera and assigns them to a single group. This tool will let you create special effects by using your point of view, such as deformation of only the parts of your model that are visible to the camera.
The new Solo Dynamic mode keeps only the current active SubTool visible when manipulating it in front of the ZBrush camera, in order to improve 3D navigation. Internal UV Smoothing has been updated to freeze the UV borders. And of course, a lot more!
The ZModeler brush is a new brush featuring a set of polygonal modeling functions that will allow for great freedom to take any shape and convert it into everything from an environment to parts for your next IMM brush. This new brush will give you the control to build just about any base mesh or object with as few polygons as possible. With its unique snapping ability you will also now find it even easier than ever to create holes, add edge loops or maybe even create your very own robot.
The workflow is quite simple and is based on two main principles: Target and Action. The ZModeler brush has a smart set of Targets, such as a "Single Polygon", "PolyGroup" or "PolyGroup Border". These Targets remove the need to manually set selections before performing a modeling Action.
As an example, if you wanted to extrude the whole side of a flat model which is comprised of multiple PolyGroups you would first select the Polygon Action Extrude, then select the Flat Island Target. Clicking and dragging any polygon located along the flat side of the model will automatically affect all polygons which are perfectly aligned with the initial polygon.
The ZModeler brush contains most of the common functions found in 3D modeling packages and also has a few smarter ones like the QMesh Action. Not only does this offer you the ability to extrude but also to fuse the extrusion with any adjacent or crossed polygons. Or it can remove blocks of polygons. The QMesh Action will also move pieces of geometry or extract an area to create a new polygonal island. It's versatile and intelligent.
Because some polygonal modeling actions are repetitive by their very nature, the ZModeler brush stores all settings and values used in your last Action. You can then simply click once on your selection to instantly reproduce that last operation. It works for all ZModeler Actions, saving both time and tedium!
With ZBrush 4R7 comes a new Dynamic Subdivision system. Traditional subdivision surfaces allow you to preview a more tessellated version of your model while editing at the base mesh level. Dynamic Subdivision provides a powerful alternative. It is comprised of three internal subdivision systems: QuickGrid, Flat Subdivision and Smooth Subdivision. These systems provide you the ability to create real-time bevel effects on your model or simply view a smooth surface aspect. Since it's dynamic, you can swap between or combine modes, even applying changes to the settings or density at any time!
And There's More
The ZModeler brush contains thousands of Action and Target combinations, putting astonishing power behind something that is so easy to learn and use. With just a little practice, ZModeler and QMesh will undoubtedly become a new favorite in your arsenal for creating low-res geometry assets in ZBrush.
INSTANCES AND DETAILS
One of the main focus points in developing ZBrush® 4R7 has been to generate organically detailed models which look less "computer generated" or less "perfect." To achieve this, the Surface Noise system has been improved to combine noise sources. At the same time, two new functions have been implemented: NanoMesh, which goes beyond simply inserting meshes and allows the user to manipulate them on the fly, together with ArrayMesh, which is an advanced instance creation system.
Combined with ZModeler, the new NanoMesh system takes the process of using ZBrush® 4R7's InsertMesh to a new whole level. The 3D models inserted into a mesh can be populated based on a specific ZModeler Target. This result can then be modified in real time by adding variations to instance scale, offset, angle and multiple alignment options.
If the default variations options are not enough, there is also a random distribution mode that propagates the NanoMeshes in a naturally random way across the surface of the model.
These NanoMeshes are all instances of the original mesh. With this system you can edit the original mesh at any time (such as with ZModeler or even to add UV's, textures and displacement maps). These changes are then instantly applied to all instances. You also have the ability to apply multiple NanoMeshes across the same surface, giving even greater variety and artistic freedom!
With NanoMesh, you will not only be able to quickly experiment with shape and form but also add tremendous amounts of detail in short order.
Duplication systems that allow you to copy instances of any initial mesh have become a classic feature in modeling programs but ArrayMesh adds another level. ArrayMesh operates in real time as you edit the content of the original mesh or use TransPose action lines to adjust placement, deform the mesh (along with its copies) and much more.
ZBrush® 4R7 also incorporates into this a multiple stage system which will allows you to stack separate Array functions on top of each other. It's so easy to create complex designs like a tank track when you can build arrays from smaller arrays of parts!
Also, since ArrayMesh uses instanced geometry similar to how NanoMesh works, all objects are copied as instances. This means that you can edit the original object while your changes propagate across all the copies at the same time. Did you use an array of bolts to fasten those tank treads within the greater array that makes up its track? Edit the master bolt and every copy of it will update throughout the entire track.
The ZBrush® 4R7 Surface Noise capabilities have been improved to support more than one noise source at any given time. Now, whether your noise is a grayscale texture or generated procedurally using the Noise plugin, all sources can be modulated with various mix modifiers and curve functions to create very unique results.
Build your own library of presets and reuse them in future projects to create rich and subtle surface details. It will be impossible for viewers to spot the repeating patterns which are inherent in noise generation systems, which means that your creations will look more real than ever before.
Whether you are using BPR or the ZBrush® 4R7 to KeyShot Bridge, you can now see procedural and texture-created surface noise rendered as displaced geometry. This process is automatic; after designing your noise you no longer need to worry about applying it before you can view the result on your geometry. All you need to do is render!
This feature can also be applied to NanoMeshes. With this new technology, it becomes easy to render scenes composed of billions of polygons!
ZBRUSH TO KEYSHOT
Offering an alternative to ZBrush® 4R7's powerful BPR powerful rendering engine, you can now seamlessly use the ZBrush® 4R7 to KeyShot Bridge plugin to transfer your models from ZBrush® 4R7 to KeyShot with a single mouse click. One advantage is that KeyShot can become a second screen for ZBrush® 4R7, with your render continuing to refine and improve itself even while you are working on new elements or other projects!
HIGH QUALITY RENDERING
KeyShot is well known for combining fast speed with high render quality. Whether updating the point of view, changing the lights, swapping backgrounds or modifying the real-world-based materials, you can see the results with a speed that approaches real-time. The KeyShot workflow is also designed for ease of use, mainly based on a drag-and-drop system that bypasses the need for elaborate shader trees.
KeyShot is not a replacement for BPR but rather a supplement to it. If you don’t have KeyShot you will still have the full power of ZBrush® 4R7's native renderer. If you do have KeyShot, you can switch between it and BPR at any time, depending upon your needs.
As with ZBrush® 4R7, KeyShot relies on your system's CPU and RAM so that there is no need to invest in a high end video card to get quality renders. If ZBrush® 4R7 can display your model, KeyShot can render it!
ZBrush® 4R7 TO KEYSHOT SEAMLESS INTEGRATION
True One-Click Transfer
When the ZBrush® 4R7 to KeyShot Bridge is enabled, KeyShot becomes a substitute for ZBrush® 4R7's BPR render. Clicking the BPR button in ZBrush® 4R7 will now send all data to KeyShot automatically. You won't need to worry about selecting your models, converting your noise to real geometry, generating displacement maps or anything else. ZBrush® 4R7 will do it all automatically!
ZBrush Data Support
The ZBrush® 4R7 to KeyShot Bridge supports: ZSpheres, ZSketch, MatCaps, PolyMesh 3D, Surface Noise and more. If you can generate it in ZBrush® 4R7, it can be sent via the ZBrush to KeyShot Bridge!
Complementing all of the major ZBrush® 4R7 features are a number of improvements and functions requested by our users, as well as various smaller additions and new functions.
ZBrush® 4R7 is available in two separate applications:
The official release ZBrush® 4R7 application, which is a 32-bit program.
A second executable, the 4R7 64-bit Preview.
While an official 64-bit release will have to wait for ZBrush 5 due to the complex nature of this migration, we are providing 64-bit version of ZBrush® 4R7 as a "developer preview" of this update which you are welcome to use as you wish. This preview edition has exactly the same features as the official 32-bit release and has been tested on a wide variety of systems. However, there is no substitute for real-world testing by thousands of artists. In order to guarantee that no problems arise as part of the transition to 64-bit coding -- especially for those of you who are using ZBrush® 4R7 for mission-critical projects! -- we will continue to treat the 32-bit version as the official release until ZBrush® 4R7, at which point ZBrush® 4R7 will exclusively be available as a 64-bit application.
Feel free to use the 64-bit Preview today! You will find it already installed in your ZBrush® 4R7 folder, next to the 32-bit version. It is already faster than the 32-bit version and of course you can push ZBrush® 4R7 to the limits of your computer's RAM and processing capabilities! But at the same time, rest assured that in the unlikely event that an issue is encountered you will still have the trusty reliability of the 32-bit version to fall back on.
ZBrush® 4R7's automatic retopology tool has evolved. In this second version, ZRemesher now generates better automatic retopology results with only limited spirals or none at all. The updated version generates improved surface quality, has an automatic helix removal system and has far better support for hard surfaces. In addition to these improvements it is now also a 64-bit process
OPTIONS FOR ALL NEEDS
Replay Last Relative
Repeating your most recent stroke on another part of your model is now possible by using the Replay Last Relative function. For example, a lightning bolt alpha that is drawn in one location can be identically reproduced at another location as long as the point of view remains the same.
Projection of Grid Background Images
Background images applied to your scene's floor and wall grids can now be projected onto the model. This adds an extra layer of help when using reference images to accurately produce a specific design.
Initialize PolyMesh 3D
With the arrival of ZModeler, it was also useful to add a PolyMesh Initialization feature for primitives. With just a few clicks, you can define the X, Y and Z resolutions to build cubes, spheres and cylinders ready for use with ZModeler and other features.
A new plugin has joined the library of free ZBrush® 4R7 plugins: FBX Import-Export! It is automatically included with a default ZBrush® 4R7 installation.
You can now import and export FBX files using the FBX v6.1 and v7.1 standards. This FBX plugin will support embedded maps (Displacement, Normal and Texture), blend shapes based on layers, smoothing based on normals and more!
AND EVEN MORE FEATURES!
ZBrush® 4R7 is also packed with numerous minor additions and changes:
TransPose now has a “Center on Selection” mode. This places the Action Line at the center of the unmasked model, visible mesh or current PolyGroup.
Creased Edge Beveling: Any creased edges on the model can be converted to a bevel, offering an alternative to ZModeler’s own bevel function. ZBrush® 4R7 remains committed to providing flexibility by giving multiple paths to your goal!
Copy/Paste: You can now copy your Tools across Projects, SubTools, or even geometry.
Grid Divide is able to uniformly tessellate/divide a model, based on a grid pattern.
The technical information for a model (its PolyFrame or PolyGroup coloring) can be enabled or disabled individually. This offers alternate ways to display the model's topology.
The Mask Adjust function allows you to alter an existing mask beyond what can be accomplished with the regular sharpen/blur functions.
Texture transparency now has a Tolerance slider to bring a higher quality of transparency by supporting more than just pure black.
At creation, 3D Primitives can be oriented along the three different axes, avoiding an extra rotation step after the fact.
All radial-based primitives (like the Sphere3D and Cylinder3D) now have the center points welded. They also align the segments to the world axis when possible.
The Make Insert Brush function now stores UV's, Texture and Displacement Maps. This allows the ZModeler "Insert NanoMesh" function to create NanoMeshes with UV's and textures already assigned. InsertMesh Brushes will now hold UV's.
The UV Tiling function is now interactive.
All Curves now have a Tile parameter to duplicate the curve value multiple times.
The Weld Point function associated with the Modify Topology feature now has a maximum distance.