But if you’re overwhelmed with the number of brushes, why not research two or three instead of trying to learn them all? Choose the brushes you’re using regularly and explore what each parameter does. Options in brushes can change their behaviour. For example, editing the curves with the flat brush can help flatten a general surface without flattening the high frequency details.
4. Polygroups can help organize your mesh
Polygroups are a great way to organize your SubTools so that you can have an easier time sculpting. They are essentially a selection set of geometry faces, allowing you to isolate that set from others. They can be used to help add control over physically separate pieces of geometry or make it easier to manage sections of one continuous piece. This can also be used in tandem with ZRemesher to create a more reasonable base geo by turning on groups.
5. Gain flexibility and control with layers
If testing out a new alpha or surface detail, why not try to use layers? Layers, while active, remember what you’ve sculpted, giving you the ability to increase or decrease the strength of what you’ve put down on your model. It can be a great tool when stamping down skin pore alphas only to discover when you look at the bigger picture that those pores are deeper than you expected.
They also can be used as a tool for creating blend shapes on objects. With the slider it's easy to visualize how a blend shape will move once activated. ZBrush even has a plugin for exporting layers as blend shapes to Maya.
6. ZModeler is a welcome addition to ZBrush
A few years ago, Pixologic introduced a new brush called ZModeler. This tool has given ZBrush the capability of polygonal vertex modelling, a feature it was sorely missing. Adjusting a base mesh, or cleaning up topology, was a step that required exporting your geo to Maya or 3ds Max to fix your problems, then send it back to ZBrush to continue sculpting.
With ZModeler, ZBrush is now capable of a vast array of functions like stitching vertices together or extruding faces. It's also a handy tool for organising polygroups or adding thickness to your geometry. It's a modeling application within itself, and definitely worth spending time exploring the ins and outs of.
To get started with it, select the ZModeller as your brush and hover your mouse over a vertex, face, or edge. Text will come up for whatever the default command is for that component of the geometry. Click space and a menu will come up with a selection of different commands you can apply onto that component. Start exploring!