Sculpting & Painting
Left Click + Shift = Smooth Brush
Left click + Alt = Opposite of selected 'zAdd' or 'zSub'
'x' in Edit Mode = Activate Symmetry. (to change which Axis the Symmetry is applied to: Transform > Activate Symmetry > X/Y/Z/Radial)
To paint a polymesh surface, it needs its colour 'Filled'.
Color> FillObject = Base Colour will be Uneditable outside of FillObject.
This allows you to apply Colour to a Polymesh surface with a brush once you deactivate zAdd & zSub.
You can also Paint with zAdd/zSub, the colour will be applied along side the changes made to the Mesh.
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Painted Surface ft. Masks: zAdd, zSub, RGB |
Masking
'Ctrl' in Edit Mode = +Mask
Ctrl + Alt = -Mask
Left Click + Ctrl + Drag in Canvas area = Box Masking
Left Click + Ctrl + Alt + Drag in Canvas area = Box Unmasking
One of the above 2 Commands + Space Bar = Move Box Selection
Tool > Masking > View Mask = Changes Visibility of all Masks
Tool > Masking > Inverse = Inverts mask Selection
Alternatively:
While holding Ctrl, Left Click on Canvas Area = Inverts Mask Selection
Holding Ctrl brings up a Mask Brush menu to manually mask in different ways.
With Primitives, you can Mask By Alpha which offers deeper control on mesh masking.
it's possible to mask a certain amount of rows/columns or even a grid mask.
Also, if you're using the 'Move' tool and you hold Ctrl you can use Topological Masking.
This allows you to choose parts of a Mesh that you want to Transpose.
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Move Tool + Masking |
Deforming Geometry
Tool > Deformation = Allows Mesh Deforming
If you combine Masking with Deformation you can mold a basic shape very quickly into something that may be more useful to sculpt.
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Gravity, Taper, Inflate + Inverted Masking |
Polygroups
Must have PolyF (Poly Frame) turned On.
Ctrl + Shift + Left Click Drag = Rectangular Group Selection (Green)
Green = Visible
Red = Invisible
Ctrl + Shift + Click in Canvas Area = Inverts Visibility
Alt + Ctrl + Shift + Left Click Drag = Rectangular Group Selection (Red)
On the Ctrl + Shift Brush Menu you can also Select 'Slice Curve' which will make seperate Polygroups instantly from its selections.
Tool > Geometry > Modify Topology > Delete Hidden (Will delete all Polygons that are not Visible)
Tool > Polygroups
This Menu allows you to Edit/Create Polygroups in a Number of Ways.
Ctrl + W = Create Polygroup from Selected.
Ctrl + Shift + Click on Polygroup = Makes Group Selected the only Visible Polygroup.
You can also create Polygroups from Masks.
'Polish' slider allows Crisper selected Polygroups.
You can use the 'Move' Tool on seperate polygroups.
Click on the Mini Red Circle (in PolyF) of a Polygroup to align the Move Tool to the Group.
Ctrl + Left click with 'Move' Selected to Mask off other Polygroups.
Tool > Subtool > Split > Split Hidden (Split Hidden Polygroup/Polygons)
Tool > Geometry > Edge Loop
Crisp > Create Edge Loop = Creates a new Polygroup on sides of Selected
Materials
Apply by:
Painting with 'M' channel on, zAdd/zSub off
Select Material, Color > FillObject
Open Materials Shelf > Different Materials present different Modifiers
You can save Modified/Created Materials and load them in future.
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Primitive + Chrome with Cavity Detection and Base RGB |
If you click Ok with non selected, it will revert your Geometry's Material back to the Default state.
Textures
Texture Tile (left shelf) > Select Material = Allows Painting with Texture
Tool > Texture Map > Open Texture = Applies Texture to entire Geometry
Tool > Polypaint > Create Polypaint from Texture = Creates a new Polypaint from loaded Texture Map
Tool > Texture Map > Create > New from Polypaint = Creates Texture Map from Polypaint on Geometry (Requires UV Map)
To create a simple UV Map in ZBrush:
Subdivide Geometry
Apply Texture/Polypaint
Lower Subdivision
Tool > UV Map
Select UV Size (512 - 4096)
PUVTiles ( Pack UV Tiles, Can user UV Master Plugin for better results)