Troubleshooting Material Issues When Exporting from ZBrush to Marmoset Toolbag

Published on January 08, 2026 | Translated from Spanish
Side-by-side comparison of a model in ZBrush with matcaps and the same model in Marmoset Toolbag showing correct physical material assignment.

When Your ZBrush Materials Disappear Like Tears in the Rain 🌧️

You export your perfect sculpture from ZBrush and open it in Marmoset... surprise! Your masterpiece looks like a PS1 model. It's not a bug; ZBrush's matcaps are just display masks, not real materials. Marmoset expects physical shaders that you must set up manually.

Professional Workflow for Materials

  1. Prepare in ZBrush:
    • Organize each part into distinct Polygroups
    • Use Export with Groups when saving FBX
  2. Import into Marmoset:
    • Check the Materials panel
    • Create new shaders for each group
  3. Assign Textures:
    • Connect normal/height maps
    • Adjust roughness/metallic parameters
"Matcaps are like makeup: they look great in ZBrush but don't survive the trip to Marmoset" — Anonymous 3D Artist

Advanced Tricks for Total Control

ProblemSolution
All subtools share the same materialExport with "Groups As Separate Meshes"
I lose details on importCheck scale and subdivisions in FBX
I want to keep colorsExtract Color Map from ZBrush

The Material ID Method (for the Brave)

For complex projects:

This method requires more setup but allows automatic assignment of different shaders based on ZBrush groups.

When Chaos is Already Installed

If you imported without preparation:

And remember: if after all that your model still looks like cheap plastic, you can always argue it's a retro lowpoly artistic style. After all, in the 3D world, technical limitations sometimes become visual signatures... until the client asks why their premium character looks like a Happy Meal toy. 🍔