Tutorial — Starting a Head and Base Body in ZBrush
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How to start a historical figure's head and base body in ZBrush so they go cleanly through Mesh to MetaHuman. This covers the first hours of work: reference, scale, primary forms and export. It does not cover finishing a portrait; see the likeness courses in ZBrush — Tutorials.
Draft. Written for ZBrush 2026.x (2026.2.1, June 2026). Validate on the first figure and correct menu names here.
1. Choose a starting point
| Start | When | Why |
|---|---|---|
| A. From a MetaHuman (recommended) | Every production figure | The head already has correct scale, eye sockets, a sealed mouth and realistic proportions. You only sculpt the likeness |
| B. From scratch (sphere or DemoHead, DynaMesh) | Learning; unusual faces; when an artist prefers it | Full freedom, but you have to meet the MetaHuman input rules yourself |
| C. Body from a Mannequin or ZSpheres | Only when the MetaHuman body presets don't fit the figure | Builds an A-pose body quickly for From Custom Mesh |
Start A, step by step:
- In MetaHuman Creator, pick the preset nearest the figure's age, build and face shape.
- Export it with DCC Export.
- Import the head (and the body, if needed) into ZBrush as an OBJ.
Here the topology may change, because the sculpt is solved again through Mesh to MetaHuman. That is a different case from the no-topology-change round trip (Tutorial — ZBrush No-Topology-Change Round Trip). Even so, keep the MetaHuman topology as long as you can: it keeps landmarks where the solver expects them.
2. Reference set-up
- Collect the reference:
- the dated images in the likeness log;
- the historian's notes, including which images are mirror-reversed daguerreotypes;
- measurements if any exist (height, hat or glove size).
- Load front and side images with Spotlight (Texture palette → Add to Spotlight). Set Spotlight's opacity low and turn Spotlight off (Shift+Z) while sculpting.
- Alternatively, put the images on the background grid: Draw → Front/Back and Left/Right image planes.
- Read ZBrush — Likeness and Age Research first: mirror reversal, colour sensitivity and lens matching.
- Treat photographs as evidence, not truth. Lens distortion, retouching and long exposures change faces. Note in the likeness log each decision you make between conflicting images.
3. Scale
- Work at real size in centimetres (an adult head is about 22–24 cm from crown to chin).
- Start A: the MetaHuman OBJ already arrives in centimetres. Don't use Tool → Deformation → Unify or change Tool → Geometry → Size; either one moves the mesh away from real scale.
- Start B: use the Scale Master plug-in to set real units before sculpting.
- Check the size in Maya or Unreal before the first solve, not after.
4. Head: primary forms first
Work in this order and don't jump to detail:
- Symmetry on (press X) for the primary forms. Turn it off later only for asymmetries that are documented.
- Start B only:
- Start from a sphere or DemoHead in LightBox.
- Turn on DynaMesh at a low resolution (around 128) so you can move volume freely.
- Add eyeballs as separate sphere subtools straight away (about 24 mm across, white sclera). The sockets and eyelids must fit real eyes.
- Big shapes: use the Move brush for the skull, jaw, cranium-to-face ratio and head tilt, compared against the side view.
- Planes: use ClayBuildup and hPolish for the brow ridge, cheekbones, the sides of the nose and the chin.
- Features:
- eyelids meeting the eyeballs, eyes open, sclera visible;
- lips sealed with no gap;
- nose and nostrils clearly formed;
- ears, blocked in with Move and DamStandard.
- Age: match the dated self (for example Mitchell at 29 for 1847). Age sits mostly in fat pads, eyelid folds, the nasolabial fold and jowls. Keep wrinkles for the detail maps.
- Skull and hairline only. Don't model hair, beards or brows as geometry.
- Check against the reference often:
- rotate to the camera angle of each photograph;
- use Draw → Angle of View to roughly match the lens;
- flip the model left to right to catch lopsidedness.
Where to stop: the head reads as the person at thumbnail size from front, three-quarter and side views. Fine likeness is finished in Creator and the Expression Editor, not here.
5. Base body
- Default: use the MetaHuman body preset closest to the figure from Creator. Most figures need nothing custom.
- A custom body (unusual height, build or posture evidence) goes through From Custom Mesh:
- Start from a Mannequin (LightBox → Project/Mannequins), or draw a ZSphere armature.
- Pose it in the MetaHuman A-pose: arms down about 45°, fingers apart, feet flat and slightly apart.
- Use Adaptive Skin (ZSpheres) or convert the mannequin to a mesh, then DynaMesh.
- Block in the anatomy: rib cage, pelvis, limb proportions, hands and feet.
- Nude or tight-fitting only. Sculpt the body under a corset or coat, not the garment.
- Proportions come from the evidence, for example a recorded height. Where there is none, use period averages, which were shorter than today's. Write down the source.
6. Prepare for export
- Start B: once the forms are done, reduce with ZRemesher or Decimation Master:
- keep it under about 200,000 vertices if you want FBX;
- use OBJ above that.
- Start A: export the MetaHuman-topology mesh as it is.
- Polypaint a flat, unlit albedo if you have one; front-facing, even lighting is fine.
- Keep the eyes and head as separate subtools; turn on Combine Meshes when importing into Unreal.
- Run the export checklist in ZBrush — Sculpting for MetaHuman.
- Save a
.ZPRproject and a versioned OBJ:AT_<Figure>_<Age>_sculpt_v###.obj.
7. Practice exercise
- Using Start A, turn a MetaHuman preset toward an adult portrait with good documentation (a public-domain portrait).
- Keep a likeness log that records each image used and each decision.
- Export it and run it through Mesh to MetaHuman. Compare front and side renders with the reference.
- Record what the solver kept and what it smoothed away. That list is where the Expression Editor work will go.
Sources
- Maxon, ZBrush docs, Sculpting a Head: https://help.maxon.net/zbr/en-us/Content/html/getting-started/sculpting-a-head/sculpting-a-head.html
- Maxon, ZBrush base mesh creation (DynaMesh, ZSpheres, Mannequins): https://www.maxon.net/en/zbrush/features/base-mesh-creation
- Maxon, ZBrush 2026.2.1 release notes (June 2026): https://support.maxon.net/hc/en-us/articles/15780513877788-ZBrush-2026-2-1-Release-Notes-June-17-2026
- CG Channel, ZBrush 2026.0 release: https://www.cgchannel.com/2025/09/maxon-releases-zbrush-2026-0-and-zbrush-for-ipad-2026-0/
- Epic, Mesh to MetaHuman input rules: https://dev.epicgames.com/documentation/en-us/metahuman/from-mesh
- Full list: Sources — 2026-09-19