> For the complete documentation index, see [llms.txt](https://zenshaders.gitbook.io/zenshaders-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://zenshaders.gitbook.io/zenshaders-docs/how-to-use/brushes.md).

# Brushes

## Blender

Brushes are registered as assets and are accessible through Blender's **Asset Shelf** in Sculpt Mode. This system requires **Blender 4.3 or above**.

**How to use:**

{% stepper %}
{% step %}
Enter **Sculpt Mode** on your mesh.
{% endstep %}

{% step %}
The **Asset Shelf** will appear as a horizontal bar at the bottom of the 3D Viewport.
{% endstep %}

{% step %}
Enable the ZenShaders brush categories if they are hidden by default.

* Click the **three-line icon** (≡) on the left side of the Asset Shelf.
* Check the boxes next to the ZenShaders categories you want to display.
  {% endstep %}

{% step %}
Click any brush in the shelf to activate it and start sculpting.
{% endstep %}
{% endstepper %}

{% hint style="success" %}
You can also access brushes via the shortcut **Shift + Spacebar** to open a quick brush popup.
{% endhint %}

{% hint style="warning" %}
Brushes only work effectively on meshes with sufficient polygon density. If a brush seems to have no effect, add more subdivisions to your mesh first (**Ctrl + 2** or via the Subdivision Surface modifier).
{% endhint %}

## ZBrush

**How to use:**

{% stepper %}
{% step %}
In LightBox, double-click any brush to load it as your active brush.
{% endstep %}

{% step %}
The brush will appear in your brush palette and is ready to use on your sculpt.
{% endstep %}
{% endstepper %}

{% hint style="success" %}
You can pin your most-used ZenShaders brushes to your brush palette by loading them and then using **Save as QuickSave** or the **Brush > Save** option to keep them accessible across sessions.
{% endhint %}

{% hint style="warning" %}
ZBrush brushes work best on meshes with sufficient polygon resolution. For detail brushes especially, subdivide your mesh to a high enough level before painting.
{% endhint %}


---

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