Use Game Ready Assets for 3D Printing (with Special Guest MetaTailor)

In this stream, Senior ZBrush Trainer and Special Guest MetaTailor will showcase how to take game ready assets from MetaTailor’s and send them over to ZBrush to use for any 3D Printing project you may have or quickly dress your character for any project.

Come join us at SIGGRAPH 2025 for a more in depth look into our products and pipelines.

00:00:00 Waiting loop
00:00:51 Welcome
00:01:40 Introduction Jordan MetaTailor
00:02:56 Housekeeping

00:04:00 MetaTailer walk-through
00:05:05 __ The Base Mesh
00:05:13 __ Export FBX
00:06:14 __ MetaTailor content
00:08:13 __ MetaTailor introduction
00:09:11 __ Layer system
00:09:36 __ Marketplace, exploration
00:11:15 __ Marketplace, options
00:11:32 __ Asset Adjustments, Brushes
00:12:35 __ Real Time Layering
00:13:26 __ Example workflow, adjustments
00:15:09 __ MetaTailer Bridge, one click to DCC

00:15:51 MetaTailor To ZBrush
00:17:17 __ Character specifics, Horns, fix
00:17:52 __ Dynamic Subdiv, non-connected points
00:19:32 __ PolyGroups, Auto Groups
00:20:07 __ Triangulation, mesh clean up, ZRemesher
00:23:56 __ Backpack example
00:24:36 Q – Plans for tutorials – ZBrush-MetaTailor
00:25:02 __ Shoes, UV, AutoGroups With UV
00:26:10 __ Surface Noise, UV
00:28:13 __ Main Project exploration[1] stitch pattern
00:29:10 __ Main Project exploration[2] Lazy Mouse

00:29:51 Q – Print and details, smoothly
00:31:34 Q – Print and size-scale
00:32:10 Q – Colors and videos, desaturated
00:33:02 Q – Workflow MetaTailer
00:34:28 Q – Masking area and Decimation Master
00:35:24 Q — Example workflow[1], tips, masking
00:39:43 Q – Details back to MetaTailor
00:40:43 Q — Example workflow[2], tips, masking
00:43:35 Q – Beta testing for MetaTailor
00:44:24 Q — Example workflow[3], tips, masking

00:45:03 Workflow Tips, MetaTailor and ZBrush
00:45:33 Q – Smoothing, Smooth Cloth Brush, ZModeler
00:47:27 __ Natural Wrinkles, Posing, Transpose ++
00:49:31 Q – Fold of polygons zig-zag, how to smooth

00:52:37 MetaTailor Tips
00:52:39 Q – Cloth difference per material, rigidity
00:54:27 Q – Defining soft-hard attributes
00:55:34 __ Rigidity Brush, backpack
00:56:15 __ MetaTailor Bridge, Unity, Unreal

00:58:41 Wrapping up
00:59:39 Thank you, and bye

We're the makers of ZBrush! ZBrush is the 3D industry's standard digital sculpting application. Use customizable brushes to shape, texture, and paint virtual clay, while getting instant feedback on your screen. Work with the same tools loved by film studios, game developers and artists the world over