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Zmodeling

Zmodeling is a term used in computer graphics to describe a family of modeling workflows that treat the Z axis—the direction of depth or distance—as a primary organizing principle. In Zmodeling, geometry is built by operations that emphasize depth, such as extruding profiles along the Z axis, sweeping cross sections through depth, or generating shapes by manipulating depth-based lattices. The approach can be used in polygonal, spline-based, and voxel workflows and is often employed to create forms with pronounced depth features or to quickly assemble complex silhouettes from simpler profiles. Zmodeling is not a single algorithm but a set of techniques that may be implemented in different software environments.

In practice, Zmodeling commonly appears in two ways. First, as axis-constrained editing within a traditional polygonal

Applications include character and prop modeling for games and film, architectural visualizations that require strong depth

toolset,
where
artists
edit
faces,
edges,
and
vertices
with
a
focus
on
depth.
Second,
as
a
dedicated
workflow
supported
by
tools
marketed
as
ZModeler
or
depth-oriented
modeling
features,
such
as
the
ZModeler
brush
in
ZBrush,
which
emphasizes
polygonal
operations
around
the
Z
axis.
Several
3D
packages
support
similar
concepts
through
extrude,
loft,
sweep,
and
skeleton-based
rigging
along
depth.
cues,
and
rapid
prototyping
of
mechanical
parts.
The
approach
complements
other
modeling
paradigms
but
can
introduce
challenges
such
as
non-manifold
geometry
or
z-fighting
if
depth
is
not
managed
carefully.