# ZBrush — Tutorials **Process note:** [[ZBrush — Sculpting for MetaHuman]] Collected 19 September 2026. ## ZBrush → MetaHuman | Title | Provider | Type | Link | Covers | |---|---|---|---|---| | ZBrush to MetaHuman Creator Workflow, Part 2 | YouTube | Community video | https://www.youtube.com/watch?v=34qxP9kVlMw | Sculpt → MetaHuman | | Customize MetaHuman in ZBrush, Part 4 | YouTube | Community video | https://www.youtube.com/watch?v=BJnzS8c3gNE | Sculpting on an exported MetaHuman | | MetaHuman to ZBrush without breaking the rig (Sandfall Tuts) | YouTube | Community video | https://www.youtube.com/watch?v=IkLcTS4KFNo | Keeping topology and vertex order (moment B) | | Learn Realistic Character Creation with ZBrush, MetaHuman and Marvelous Designer | 80.lv | Course announcement | https://80.lv/articles/learn-realistic-character-creation-with-zbrush-metahuman-marvelous-designer | Full sculpt → MetaHuman → clothing pipeline | | From Mesh requirements (read before sculpting) | Epic | Official docs | https://dev.epicgames.com/documentation/en-us/metahuman/from-mesh | Input rules | | Neutral Pose requirements | Epic | Official docs | https://dev.epicgames.com/documentation/metahuman/neutral-pose?lang=en-US | Lips, eyelids, symmetry | ## ZBrush fundamentals (external) | Title | Provider | Type | Link | |---|---|---|---| | Sculpting a Head (getting started) | Maxon | Official docs | https://help.maxon.net/zbr/en-us/Content/html/getting-started/sculpting-a-head/sculpting-a-head.html | | Learning ZBrush | Maxon | Official docs | https://help.maxon.net/zbr/en-us/Content/html/getting-started/learning-zbrush/learning-zbrush.html | | Base mesh creation: DynaMesh, ZSpheres, Mannequins | Maxon | Feature guide | https://www.maxon.net/en/zbrush/features/base-mesh-creation | | Introduction to ZBrush 2026 | The Gnomon Workshop | Paid course | https://www.thegnomonworkshop.com/workshops/introduction-to-zbrush-2026 | | ZBrush morph target export best practices | Novedge | Article | https://novedge.com/blogs/design-news/zbrush-tip-zbrush-morph-target-export-best-practices | | ZBrush 2026.2.1 release notes (June 2026) | Maxon | Release notes | https://support.maxon.net/hc/en-us/articles/15780513877788-ZBrush-2026-2-1-Release-Notes-June-17-2026 | ## Likeness and age (research) Rules and external training: [[ZBrush — Likeness and Age Research]]. It covers reading daguerreotypes as evidence (mirror reversal, blue-sensitive plates, exposure), lens matching with stored cameras, what counts as evidence versus interpretation, the layered order for ageing and de-ageing, and the Maria Mitchell Association image-rights warning. ## Local tutorials (Augmented Traveler) | Tutorial | Covers | Owner | |---|---|---| | [[Tutorial — Starting a Head and Base Body in ZBrush]] | Starting from a MetaHuman or from scratch; reference and scale; primary forms; A-pose base body; preparing for Mesh to MetaHuman | Character artist | | [[Tutorial — ZBrush No-Topology-Change Round Trip]] | Rigged MetaHuman head out of Maya, sculpt on layers, level 1 back, blendShape test, Transfer Vertices and Update Vertices in the Expression Editor | Character artist | | [[Tutorial — Sculpting Expression Targets for the Expression Editor]] | When (and when not) to sculpt an expression; posed LOD0 out, fix on a layer, Transfer Vertex Positions, Update and Joint Matching | Character artist | | [[Tutorial — Flat Albedo from Polypaint]] | Unlit base colour for Mesh to MetaHuman (moment A) and for Creator's Texture Override on MetaHuman UVs (moment B); skin-tone evidence | Character artist | | [[Tutorial — Baking Detail Maps for MetaHuman]] | Pores and static wrinkles on layers; Multi Map Exporter normal and cavity maps; Texture Override in Creator | Character artist | | [[Tutorial — ZBrush Python Export Presets]] | Optional ZBrush 2026 Python script exporting visible subtools at level 1 for the round trip | DevOps engineer | Maya-side follow-ups: [[Tutorial — Obtaining Initial Head DNA]] · [[Tutorial — Expression Editor Fundamentals]] ## Every ZBrush tutorial the project needs Status: ✅ local tutorial written · 🔗 an external tutorial is enough · 📚 researched (rules in a research note; external training listed). | Area | Need | Status | Where | |---|---|---|---| | Starting | Head and base body for MetaHuman | ✅ | [[Tutorial — Starting a Head and Base Body in ZBrush]] | | | ZBrush interface, brushes, subtools, layers (new artists) | 🔗 | Maxon Learning ZBrush; Gnomon Introduction to ZBrush 2026 | | MetaHuman | Input rules for Mesh to MetaHuman | 🔗 | Epic: From Mesh; Neutral Pose requirements | | | No-topology-change round trip | ✅ | [[Tutorial — ZBrush No-Topology-Change Round Trip]] | | | Sculpting an expression target for the Expression Editor | ✅ | [[Tutorial — Sculpting Expression Targets for the Expression Editor]] | | Likeness | Portrait likeness from photographs without a scan (daguerreotypes, mirror reversal, colour sensitivity, lens) | 📚 | [[ZBrush — Likeness and Age Research]] §1–2 and §5 (Gnomon *Recreating a Historical Portrait in 3D*) | | | Age progression and regression (the dated self) | 📚 | [[ZBrush — Likeness and Age Research]] §3 (layered bone → deep fat → superficial fat → skin maps) | | Maps | Flat albedo from polypaint | ✅ | [[Tutorial — Flat Albedo from Polypaint]] | | | Baking normal and cavity maps from high subdivision levels for Creator's Texture Override | ✅ | [[Tutorial — Baking Detail Maps for MetaHuman]] | | Body | Custom A-pose body for From Custom Mesh | ✅ | Section 5 of [[Tutorial — Starting a Head and Base Body in ZBrush]] | | Props | Hard-surface and organic prop sculpting (instruments, books) for Maya/USD | 🔗 | Maxon docs; then [[Tutorial — USD for Maya]] | | Automation | ZBrush 2026 Python scripting for export presets | ✅ | [[Tutorial — ZBrush Python Export Presets]] (optional) | ## Suggested learning order 1. Read the Epic input rules. 2. [[Tutorial — Starting a Head and Base Body in ZBrush]] to the export checklist in [[ZBrush — Sculpting for MetaHuman]]. 3. Run it through Mesh to MetaHuman ([[MetaHuman — Tutorials]]), then [[Tutorial — Obtaining Initial Head DNA]]. 4. [[Tutorial — ZBrush No-Topology-Change Round Trip]] before touching an exported MetaHuman. 5. After the first MH1 calibration: [[Tutorial — Sculpting Expression Targets for the Expression Editor]]. 6. Texture pass: [[Tutorial — Flat Albedo from Polypaint]] → [[Tutorial — Baking Detail Maps for MetaHuman]]. 7. Optional automation: [[Tutorial — ZBrush Python Export Presets]].