Website will go down for approximately 15 minutes for a planned upgrade at 10pm Eastern Time tonight. We're switching the video host!

Working with Subdivisions and Scan Data

Fundamentals, Practical


A 3-hour class on working with subdivisions in Zbrush using sculpted heads and scan data. We cover:


  • Understanding How to Work with Subdivisions
  • Polygroups, Creases and a Brief Overview of ZModeler
  • Working with Layers and Morph Targets
  • Quickly Transferring a Topology with Zwrap
  • Projecting Details after a Topology Transfer
  • Presenting Multiple Workflows to Work with Scan Data


Access this content with a paid membership.



  1. milo20060 says:

    ZWrap seems like a cool tool that could have a use in production.I do believe that it is already used or something similar when working with scan data. I’m not sure though if it is morally right to buy at the moment like this if it is still linked to Russia..

    Personally, I think if tertiary details are wanted to be added, especially if it comes to a game, then an approach to adding the detail in software like Substance Painter is a good bet. Because in the end, usually the details for games are on the normal map. I have also heard that too much noise on a sculpt and then baking high to low can actually be more harmful for the normal. But these are just my takes. Anyway. Nice video, and thanks!

  2. Christopher says:

    Do you cover any other workflows using methods already available in zBrush or is using zwrap the main method of achieving this level of tertiary details? Is it possible to achieve the level of detail your sculpt has in this video using only a dynamesh workflow or would i have to use subdivision from the start if going for this quality without the zwrap feature?

    1. Hey Christopher,
      there’s many ways of achieving this level of detail. Zwrap is just a tool to allow us to go from a Dynamesh workflow to Subdivision workflow, so you wouldn’t have to use Zwrap if you worked in subdivisions from the beginning. As far as achieving this level of detail with Dynamesh…. well I think you’ll run into performance bottlenecks quite quickly, Dynamesh is really heavy. I think Dynamesh also won’t allow you to go lower than a set resolution, although you could cheat around that by making the object bigger. Since you’re asking for other workflows for achieving a high degree of details, two others that come to mind and aren’t discussed here are: using HD Geometry in Zbrush and the simplest of all, expressing these small details through texturing/displacement map/normal map. Hope that helps!

  3. Dave Sucharski says:

    Really wish I could get ZWrap working, it keeps on crashing. Interesting that the plugin launches for “Texture Transfer” but not the initial “Zwrap” option. BTW Laura, I’m going to opt for the yearly sub to save $$$. Planning on hitting the deadline and purchasing at the end of the week!

    Thanks for all you do!

    1. Cheers Dave! Interesting that Zwrap crashes. What’s your Zbrush and Zwrap versions?

      1. Dave Sucharski says:

        I have 2022.0.4 for ZBrush and the latest trial version of ZWrap 2020.12.1.

        1. That’s super strange. I just tested on 2022.0.5 and Zwrap 2020.12.1 and it works fine. Have you tried other tools?

          1. Dave Sucharski says:

            Yeah at first I was thinking maybe my Dynamesh was too large but then tried even with the simplest basemesh to see if I could just use two of those as the requirements of having to have two present in order to Zwrap and nada, still crashing. Been trying to troubleshoot it all morning.

          2. Dave Sucharski says:

            I figured it out Laura, graphics card, something with the old 3.3 OpenGL.

            Anyways, after upgrading my card today, I’m back in the game with the plugin working. Just FYI in case you ever hear this situation come up again.


Leave a comment