ZGameTools is a Work in progress plugin, details on the release date will be announced lately.


The Toolset Description

ZGameTools is an extension for Zbrush 4R7.

The ZGametools is a Complete toolset, composed of Four plugins dedicated to illustration, Tileable Texture , Models baking and connectivity with external Editors (Images Editor and OBJ file Editor).



Common Features

Note : Common Features are includes with Renderer, Texturer and Baker modules

Workspace manager :

A workspace directory within the one all the assets* are stored and organized to improve the workflow and files exchange with Image and 3d objects Editors.
All the three modules can cohabit and store all assets within a single workspace directory. You simply just have to take care the project name is different from the second of third modules.

*Assets : save withing the workspace directory ( Zproject, Materials, Alphas, Ztools, brushes, render passes, texture baked, models exported(obj), textures baked from models)


Preferences manager :

Plugin preferences can be store as file on disk within the workspace manager,
but you can also use the Slot System for quick store and restore of your settings.


Ztemplates :

The Ztemplates are blank ZProject files that are stored into Zgametool plugindata, then you can call back later for next use with a different project. You can Store 4 Ztemplates ( one per slot).
Particularly useful to store canvas size, ztool to load at start up, materials, etc.
Texturer is default provides some presets of Ztemplates, but you can store your own ZTemplates.
An example of what you can do :

Load from slot 1 : ( in order: canvas ratio, canvas size, type of framers for tileable texture)
1:1, 1024*1024, 1 by 1 framer editable
load from slot 2 :
2:1, 2048*1024, 2 by 1 framer editable
load from slot 3:
2:1, 4096*2048, 1 by 2 framer editable

Note: ZTemplates are only available with Renderer and Texturer Modules.

QuickSketch Master


BPR to QSM :

Render the canvas using BPR , then create a Plane mesh on the one the BPR pass is applied as polypaint data.
PenA Brush is preferred to pen shadows, and symmetry is turned off on all axis.

Texture to QSM :

Create a Plane mesh with the same resolution ratio than the texture image that is currently selected from the picker. And apply the texture as paintable polypaint data. PenA Brush is preferred to pen shadows, and symmetry is turned off on all axis.

QuickSketch Classic :

Same as the original Quicksketch feature of Pixologic, but this time, PenA Brush is preferred to Pen shadows, The Symmetry is turned off on all axis.

The Bpr Pass can be sent to the image editor, and reloaded if you edit and save the modifications. Reloads the last render if no modification are done on the render pass.

Misc features:

  • The Ui state is properly save on disk to prevent when you switch to a different plugin to reset of the Switches that compose the module you are working with.
  • At next startup all modules remember the workspace that were set at last Zbrush session.
  • Fully compatible with Custom layouts and custom interface colors.

Renderer Module

Renderer Module, is dedicated to rendering/illustration work.

Rendering batch process

The Module propose a rendering batch process that can output different types of render passes using BPR.
The Rendering batch process , render the subtools in accordance to their visibility options ( selected, visible,all)
During the Rendering Batch process each passes are saved on disk within the workdspace, you’ve defined in workspace manager.

Output render passes :

Shaded, Depth, Mask, Ambient Occlusion, SSS,
Flat, polygroups, SpecularView, Normal map,
Cavity, Curvature, Shadows, Floor and
12 bpr filters.

Format output :


Canvas resolution manager ( 4:3 , 16:9, custom)


  1. Define the canvas format ( square, landscape or portrait )
  2. Then define the canvas Ratio ( 4:3, 16:9, custom)
  3. then let’s click on the desired height value, this will resize the canvas to match the format and ratio.

Camera Manager


Almost exact replica of the “Document : ZappLink Properties” panel.
Store your Camera view into the 8 available slots ( front, back, right, left, top, bottom , custom 1 custom 2)
You can save/reload all the views stored as a file within the workspace directory.

Texturer Module


Texturer Module, is dedicated for Tileable Texture creation.

  • 8k support
  • a basic PBR Workflow
  • You don’t leave Zbrush :)

Workflow presets


Presets help to set render options to combine Zbrush and other tools like Allegoritmic or Quixel Softwares using matID workflow
or UE4 and unity using the basic PBR workflow the propose ZGametools.

Workflow Tools


  • RGBMask helpers to generate mask base on RGB channels like for UE4 layer materials
  • PBR Switch Channel : Switch between Channel (albedo, gloss, spec, metal) when using preset of *Pbr Materials provides with Zgametools.

* PBR materials :
Library of Quad shaders that store Albedo, rough/gloss, Specular, metallic, RGB Values.

Texturing Tools

  • Full 3d worlflow and none destructive workflow
  • Framers* available for resolution format : 1 by 1, 2 by 1 , 1 by 2
  • Frame on tiling area for working with wrap mode
  • Frame on Render area to render your texture that includes a small margin this way create perfect seams without to fix them in photoshop.


* A framer is a Ztool that is composed of key elements :

The “tile_area” and “render_area” subtools help to frame on the canvas
One Wrap plane mesh not subdivided as placeholder ( duplicate it to stack several wrap plane meshes)
One Wrap plane mesh ready for use ( but not subdivide )

Wrap Mode Scultping


  • Sculpting using Wrap Mode on plane mesh
  • Alpha mask tools and deformation tools with offset, inflate, noise, smooth,flatten.




  • A compass and some other function that help to duplicate and move the insert mesh on opposed side of the canvas, for perfect tiling.
  • Other function help to split unmasked points,
  • rename to current tools to prevent duplicated subtool name on a same Ztool.




  • Setup plane (row and columns), append the new mesh to the Framer of choice,
  • Enable Nanomeshes tilling on Horizontal+Vertical, H only or V only.
  • Fibermeshes (apply the array on H=V,H or V)


Rendering batch process

  • BPR Rendering
  • No 2.5D tool involved

The Module propose a rendering batch process that can output different types of render passes using BPR.
Render batch process apply in accordance to subtools visibility options ( selected, visible,all)
During the Rendering Batch process each passes are saved on disk within the workdspace
you’ve defined in workspace manager.

Format output :


Output texture maps :

Shaded, Depth, Mask, Ambient Occlusion, SSS
Flat, Polygroup, SpecularView*, normal map
World Normal map, Cavity, Curvature, Shadows
Albedo, Rough/gloss, Specular, Metallic,
12 bpr filters.

  • fake specular onto diffuse map with none pbr texture workflow

Baker Module

The Module is dedicated to model baking and suggest two workflow, baking using the Zbrush Algorithm or Using Subtance batchtools if you own a licence of substance designer.

Export Meshes Batching


The toolset work with OBJ file only.

  • Define the sub-directory within the workspace directory you want to export ( Standard, Low, High, Cage )
  • Export in accordance to Selected, Visible or All Substools from the Ztool.
  • Common Settings to apply at export : Scaling, Tri/Quads, merge, group, flip…
  • Utilize Core module to Open and Edit, the Current Subtools with the defined 3d Editor you had setup.

Send to Maya

Generate a melscript, in case you want to open all the Obj files exported within the workspace DireCtory.


Baking With The Zbrush algorithm


  • Baking based on selected, visible or all Subtools
  • Export format file : PSD , PNG, JPG or TIFF
  • Utilize the Core module to open rendered map in your Image Editor.

Output maps :

  • Polypaint
  • AO (maskAO)
  • Cavity (cavity mask)
  • Tangent Normal map
  • Displacement
  • Vdisplacement

Baking with Substance batchtools ( in progress)


  • Set MikkTangent and UnityTSpace plugin
  • Set Texture size
  • Export format file : PSD , PNG, JPG or TIFF, TGA and DDS.
  • Baking based on subtools visibility /selected /all
  • Utilize the Core module to open rendered map in your Image Editor.

Output maps :

  • Vertexcolor
  • UV Map
  • AO
  • Tangent Normal map
  • World Normal map
  • Normal World Direction
  • Height
  • Thickness(sss)
  • Position
  • Curvature

Core Modules

Core Description

Core module, is the module that handles rendered images and Meshes exported in accordance with the selected module.


Core and Renderer module

All Rendered passes types displays into a file selector, open the desire file with the Image Editor.


Core and Texturer module

Similar to Renderer , all Rendered passes types displays into a file selector, to open the desire rendered pass with an Image Editor.


Core and Baker with Zbrush Algorithm

All Baked Textures types displays into a file selector, then open for edit with the Image Editor, the pass that match with the active subtool.

If you have batch exported your subtools, then you can edit the Obj file with the user defined Software, in accordance to the Sub directory within the workspace that is active.

Note : The File that will open into the application is the Active subtools ( alt click to select the proper subtool to edit is the rule).


Core and Baker with Substance BatchTools algorithm

Similar to Zbrush baker
You can edit the baked textures type of your choice that correspond to the current subtool.
You can open for edit obj files, if your have already batch exported yoru subtools from the baker module.


Reimport Model in Zbrush

Re-import the current Subtool in Zbrush, in accordance to the subdirectory within the workspace directory.
You can Reimport from UVs Directory, if you create that Directory , it should reimport the subtools, and let you choose if you want to
reproject detail onto the new mesh.

Video Tutorials

Tillable Texturing Workflow


None Destructive tileable texturing with combined techniques


Illustration Workflow