Zculpt (Beta) — ZBrush-Inspired Sculpting Workflow for Blender

Outlier Labs in Modeling


ZCULPT  /  OUTLIER LABS

ZBRUSH-INSPIRED SCULPTING. INSIDE BLENDER.

Sculpt the way
you know.
Stay in Blender.

Bring a ZBrush-inspired sculpting workflow to Blender.
Familiar gestures. Native Blender tools.

Familiar gestures  ·  Native Blender engine  ·  Pen or mouse

Less friction between your hand and the sculpt.

Zculpt brings ZBrush-style navigation, masking, sculpt brushes and Transpose controls into Blender. Move from shaping a silhouette to building new pieces, drawing topology and projecting detail, with your tools close at hand.

If you sculpt in ZBrush, bring that muscle memory into Blender with familiar navigation, masking and brush controls. Keep your attention on form, proportion and character.

A stylized female bust sculpted in Blender, with Zculpt controls on the left and Tool and Subtool lists on the right.

Sculpted in Blender with Zculpt. The native viewport, with sculpting controls and Subtools within reach.

The gestures you reach for. Right where you expect them.

Shift  Smooth Ctrl  Mask Alt  Invert Space  Radius B  Brushes X  Symmetry

01  /  MASK & SELECT

Decide what moves.

Protect an area, isolate a form and keep sculpting. Use box and lasso tools for masking and selection. If you use ZBrush Polygroups, Zculpt’s groups serve a familiar purpose, built on Blender’s Face Sets.

Animated demonstration of Zculpt selection and masking tools on a sculpted head.

Mask, unmask and isolate without losing sight of the shape.

02  /  TRANSPOSE

Push the silhouette.
Find the character.

Move, rotate and scale parts of your sculpt with an interactive ZBrush-style Transpose gizmo. Use Radius Blur to soften a mask’s edge and create a gradual transition into the surrounding form.

Radius Blur softens a mask around the mouth, then Transpose reshapes the face through the gradual mask transition.

A softer mask. A smoother transition when you reshape.

03  /  EXTRACT

A mask becomes
a new piece.

Turn a masked area into separate geometry with a workflow inspired by ZBrush Extract. Adjust the thickness, preview the result and accept it as a new Subtool, ready to sculpt into clothing, armor or another part of your character.

A masked area on the scalp is extracted as a separate shell and added as a new Subtool.

From the surface you already have to the next piece you need.

04  /  RETOPO BRUSH

Draw retopology over your sculpt.

Build low-poly retopology directly over your sculpt with pen or mouse. Shift-drag to lay down a quad on the reference Subtool below: preview it as you draw, release to confirm or press Esc to cancel.

New quads are drawn over the neck of a sculpt, following the reference surface beneath them.

Place the topology yourself, one quad at a time.

05  /  PROJECT & MULTIRES

New topology.
Bring the detail with you.

If you use ZBrush SubTool Project, the goal will feel familiar: transfer shape and sculpted detail from the reference Subtool onto your working mesh. Choose the current Multires level or all levels, set the projection distance and direction, and review the estimated face count and memory before you commit.

A comparison of a coarse facial mesh and the refined surface with projected detail and a visible quad cage.

Retopologize, subdivide and project within Blender’s native Multires workflow.

06  /  BRUSHES & ZPANELS

Reach for the brush.
Keep your rhythm.

Find native Blender sculpt brushes in a searchable island, with recently used brushes in Quick Pick. Keep sculpting controls in the left ZT-Panel and manage Tools and Subtools in the right ZN-Panel: Zculpt’s ZPanels replace Blender’s T-Panel and N-Panel.

Animated demonstration of the Zculpt brush island and its brush selection workflow.

Brushes, radius, masking, groups and topology controls organized around sculpting.

07  /  ZREF

Keep inspiration in view.

Arrange reference images beside your sculpt in an expandable panel. Scale, flip and rotate them as you work, and choose whether new references are copied to a folder or embedded in your .blend file.

The ZRef panel expands beside the viewport while a reference image is resized, flipped and rotated.

Look, compare, sculpt. Your references stay beside the work.

08  /  HAIR BRUSH

Shape the hair.
Keep every guide.

Draw editable Bézier hair guides, shape each curve with its nodes and handles, then use the Comb and Smooth hair grooming brushes to refine the hairstyle. Like Blender’s curves with a custom bevel, each guide can carry its own extrusion section.

Switch to GN Hair to grow strands around those guides with Blender’s native Geometry Nodes hair tools. Adjust strand count, root-to-tip spread and thickness in the ZN-Panel. The strands follow as you edit, so you can refine the flow without losing your original controls.

Hair Brush guides shape a flowing lock on an elf character, with editable control points, the section editor and GN Hair settings visible in Blender.

From a single editable curve to a flowing lock of hair. Original sections and generated strands can be shown separately or together.

09  /  WIRE DOLL BRUSH

Build the pose.
Then sculpt the character.

Build a sculpting base from connected, adjustable segments. Grow branches, move the nodes and change their thickness to find the proportions and pose, with a workflow comparable to ZBrush’s ZSpheres or Blender’s Skin modifier.

Use Mirror X/Y/Z for paired edits, or turn it off to pose each side independently. Save reusable shapes as presets, then choose Make Sculpt Mesh to create a separate mesh ready for sculpting. Your editable Wire Doll stays available for the next variation.

A humanoid sculpting base built with Wire Doll, with editable nodes and branches over the body and the Wire Doll controls in the ZN-Panel.

Block out the silhouette with editable controls, then turn the volume into a sculpting base.

FAMILIAR WORKFLOW. NATIVE FOUNDATION.

Sculpt, remesh and refine.
Stay in Blender.

Zculpt organizes the experience around Blender’s own sculpting engine, meshes and modifiers. Your scene stays a Blender scene and your files stay .blend files. Use Voxel Remesh to rebuild sculpt topology, or choose Smooth, Sharp and Blocks remesh modes. Dyntopo changes topology locally while sculpting; Multires keeps subdivision levels. Each native Blender tool has its own capabilities and limits.

BEFORE YOU START

Your setup. Your support.

  • Blender 5.2 LTS or later. Built and tested against Blender 5.2.1.
  • Windows or Linux. macOS is not yet tested.
  • Mouse supported. Pen tablet recommended.
  • No external dependencies. No other sculpting application required.

12 months of support & updates

Your purchase includes support and access to new versions released during your active support period.

ZCULPT  /  BY OUTLIER LABS

Your next stroke.
Less in the way.

Explore the user guide  ↗ What’s new  ↗

TRADEMARK NOTICE

Zculpt is an independent Blender add-on by Outlier Labs and is not affiliated with, sponsored by, or endorsed by Maxon. ZBrush® is a registered trademark of Maxon Computer, Inc. References to ZBrush are for workflow inspiration and feature comparison only.


  • Full Zculpt add-on with 12 months of updates and technical support for one artist. Commercial use included. Keep using your downloaded versions after the support period ends.

    $24
  • Full Zculpt add-on with 12 months of updates and team support covering up to 5 artists through one designated contact. Includes all Individual features and commercial use. Keep using your downloaded versions after the support period ends.

    $96
$24

Support Period Included

Includes 12 months of

Extend this product’s Support Period +12 months: 50% of product price

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Details
Blender Extension Compatible Yes
Sales 10+
Rating
1 ratings
Dev Fund Contributor
Published about 2 months ago
Blender Version 5.2
Extension Type Add-on
Render Engine Used Cycles, Eevee
License GPL