Preparation and Animation of ZBrush Models in 3ds Max and Maya

Published on January 08, 2026 | Translated from Spanish
Workflow process showing ZBrush high poly model, low poly retopology, import to 3ds Max/Maya and application of normal maps.

From Digital Sculpting to Smooth Animation

Transitioning a ZBrush model to animation software is like transforming a marble sculpture into an articulated puppet 🎭. ZBrush models, with their millions of polygons and microscopic details, represent the pinnacle of static detail, but require significant preparation to become animatable characters that maintain that quality in motion.

The Crucial Retopology Stage

Retopology is the indispensable bridge between the high-resolution model and the animable version. This process creates a clean mesh with topology optimized for deformation while preserving the visual appearance of the original.

Good retopology is like a good skeleton: it's not seen, but it defines how the body moves.

Optimized Export and Import

The transfer process between software requires attention to formats and settings that preserve the model's integrity.

Animation Workflow with ZBrush Models

Once in the animation software, the model requires additional preparation before being ready for rigging and animation.

Detail Transfer for Final Render

The magic happens when we recombine the high poly detail with the animated low poly mesh for final render.

Rigging and Skinning for Organic Models

Rigging for models originated in ZBrush presents specific challenges due to their organic and highly detailed nature.

Integrated Professional Workflow

Establishing an organized pipeline between ZBrush and animation software ensures consistent and efficient results.

And when your animated model loses so much detail that it looks like a 90s character, remember: normal maps are like digital makeup for geometry 🎨. Applied correctly, they can make a low poly model show the detailed soul of its high poly version.