Software · head to head
Modo vs ZBrush
The short version
- Each has a real cost: Modo foundry announced on November 7, 2024 that it is winding down development of Modo after the Modo 17.1 release, with no further feature or maintenance releases anticipated; ZBrush subscription model required; no perpetual licence option available
- They diverge on capability: Modo covers Polygon modeling, ZBrush covers Digital sculpting.
Where they differ
Only the attributes on which Modo and ZBrush actually diverge.
Identical on both: pricing model (subscription), free tier (No), user rating (Not yet rated), category (Unknown).
What each one covers
Drawn from each product's published feature list. An absence here means we hold no record of it - not that the product lacks it.
Only in Modo
- Polygon modeling
- Subdivision surfaces
- Sculpting
- UV tools
- Procedural modeling
- Rendering
- Animation
- MeshFusion
Only in ZBrush
- Digital sculpting
- Dynamesh
- ZRemesher
- PolyPaint
- Live Boolean
- Sculptris Pro
- UV Master
- High polygon handling
Both cover
- License management
- Windows support
- MacOS support
What people use each for
The jobs each tool is most often brought in to do.
Modo
- Polygon and subdivision surface modelling for media and entertainment assetsnot ZBrush
- Look development and rendering of product and character modelsnot ZBrush
ZBrush
- Digital character and creature sculptingnot Modo
- High-polygon organic form designnot Modo
- Texture painting and PolyPaint worknot Modo
- Game asset creation and 3D modellingnot Modo
Where each one falls short
Documented limitations, not opinions. Every one is a constraint you would hit in normal use.
Modo
- Foundry announced on November 7, 2024 that it is winding down development of Modo after the Modo 17.1 release, with no further feature or maintenance releases anticipated
- Support continues only until each customer's current contract term expires
- Foundry does not guarantee that Modo will keep working on future operating system updates because no patches will be issued, and recommends customers migrate to alternative 3D workflows
- Perpetual licences keep working but receive no further updates, bug fixes or support
- The Modo forums closed in December 2024 and downloads, docs and the support knowledgebase were committed only until November 2025
ZBrush
- Subscription model required; no perpetual licence option available
- iPad version requires separate subscription to ZBrush for iPad
Pricing, plan by plan
Modo
$29/month- Indie$599/month
- Full Modo
- Revenue limit $100K
- Modo$1898/month
- Full commercial license
ZBrush
On requestNo published plan breakdown. See the ZBrush review.
Which should you pick?
Choose Modo if
- You need polygon modeling.
- You work on Windows, MacOS, Linux.
- You also want subdivision surfaces.
Choose ZBrush if
- You need digital sculpting.
- You work on Windows, macOS, iPadOS.
- You also want dynamesh.
Questions people ask
- Is Modo or ZBrush better?
- Neither clearly leads. Modo starts at $29/month and ZBrush at On request, and user ratings are close enough to be indistinguishable. Choose on capability and platform support.
- Which is cheaper, Modo or ZBrush?
- Modo starts at $29/month and ZBrush at On request.
- Does Modo or ZBrush run on more platforms?
- Modo runs on Windows, MacOS, Linux. ZBrush runs on Windows, macOS, iPadOS.
- What is Modo best used for?
- Modo is most often used for polygon and subdivision surface modelling for media and entertainment assets, look development and rendering of product and character models. Of those, polygon and subdivision surface modelling for media and entertainment assets and look development and rendering of product and character models are not what ZBrush is typically brought in for.
- What can Modo do that ZBrush cannot?
- Modo covers Polygon modeling, Subdivision surfaces, Sculpting, UV tools. ZBrush covers Digital sculpting, Dynamesh, ZRemesher, PolyPaint. Both handle License management, Windows support, MacOS support.
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