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List of Maxon ZBrush Customers

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Logo Customer Industry Empl. Revenue Country Vendor Application Category When SI Insight
Blizzard Entertainment Media 17000 $2.0B United States Maxon Maxon ZBrush 3D Modeling 2016 n/a
In 2016 Blizzard Entertainment adopted Maxon ZBrush for 3D Modeling. The initial adoption was focused on studio art teams in the United States and targeted character and cinematic asset creation for projects including Overwatch, Diablo, and World of Warcraft cinematics. Maxon ZBrush was used for high resolution digital sculpting, detailed surface modeling, and rapid artist iteration within character-art workflows. Typical 3D Modeling capabilities applied included sculpt-to-retopology cycles, poly painting and map generation that support downstream baking and texturing, enabling artists to increase surface fidelity before final production shading. Adoption was integrated into Blizzard art production pipelines and documented in Pixologic's ZBrush Summit presentations including 2016. The rollout emphasized standardization of sculpting and asset handoff practices within art teams, and Blizzard reported improved artist iteration speed and higher asset detail fidelity as direct outcomes of Maxon ZBrush use.
Riot Games Media 4200 $1.5B United States Maxon Maxon ZBrush 3D Modeling 2020 n/a
In 2020, Riot Games implemented Maxon ZBrush for 3D Modeling. Riot Games artists presented ZBrush workflows focused on character sculpting and game-asset production for League of Legends, documenting practical studio usage at Pixologic UGM and Summit sessions in the United States. The implementation is oriented around game-art production rather than a single named product module, reflecting adoption across character art and asset teams. The deployment emphasized core 3D Modeling capabilities, including high resolution digital sculpting and detailed surface workflows to accelerate concept-to-sculpt iterations. Presentations described workflows for iterative sculpt refinement and detailing that feed into downstream asset production steps, indicating configuration around artist-centric sculpt pipelines and mesh preparation practices typical of game-art studios. Maxon ZBrush was used as the sculpting tool in these character and asset workflows. Operational coverage centered on Riot Games art departments producing League of Legends assets, with internal knowledge sharing validated by public sessions at Pixologic events. The narrative documents Riot Games Maxon ZBrush usage within studio pipelines rather than specifying systems integrations, reflecting artist-led adoption and process alignment for character and asset creation. The source material is the Pixologic UGM Summit presentation documenting these artist workflows. Governance and rollout details are indicated by formal presentations, implying centralized best practice sharing and artist training within Riot Games art teams. Riot Games used Maxon ZBrush to accelerate sculpting and detail workflows as part of its 3D Modeling practice for game-asset production, with the documentation focused on technique and pipeline fit rather than measurable outcomes.
Weta Fx New Zealand Media 1200 $120M New Zealand Maxon Maxon ZBrush 3D Modeling 2004 n/a
In 2004, Weta Fx New Zealand implemented Maxon ZBrush as a core tool in its 3D Modeling pipeline. Weta Fx New Zealand adopted Maxon ZBrush to create high-resolution creature, digital double, and prop sculpts for The Lord of the Rings. Implementation centered on Maxon ZBrush high-resolution sculpting capabilities and digital sculpt workflows, enabling artists to produce detailed topology and displacement maps directly in Maxon ZBrush for downstream production. The deployment emphasized sculpt layering, poly painting, and generation of maps consumable by texturing and rendering processes. Maxon ZBrush was embedded into Weta Fx New Zealand 3D Modeling workflows as a primary upstream modeling application, replacing scanned physical maquettes and enabling direct hand sculpting into the digital pipeline. Artifacts produced in Maxon ZBrush were handed off to texturing, rigging, and rendering teams for integration into visual effects shots, aligning with standard VFX pipeline handoffs. The adoption documented in a 2004 Pixologic press release reported notable time and cost savings as a result of using Maxon ZBrush for modeling tasks on The Lord of the Rings. Governance focused on artist driven sculpt workflows and file management practices consistent with high-resolution model production, supporting studio creative operations in New Zealand.
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FAQ - APPS RUN THE WORLD Maxon ZBrush Coverage

Maxon ZBrush is a 3D Modeling solution from Maxon.

Companies worldwide use Maxon ZBrush, from small firms to large enterprises across 21+ industries.

Organizations such as Blizzard Entertainment, Riot Games and Weta Fx New Zealand are recorded users of Maxon ZBrush for 3D Modeling.

Companies using Maxon ZBrush are most concentrated in Media, with adoption spanning over 21 industries.

Companies using Maxon ZBrush are most concentrated in United States and New Zealand, with adoption tracked across 195 countries worldwide. This global distribution highlights the popularity of Maxon ZBrush across Americas, EMEA, and APAC.

Companies using Maxon ZBrush range from small businesses with 0-100 employees - 0%, to mid-sized firms with 101-1,000 employees - 0%, large organizations with 1,001-10,000 employees - 66.67%, and global enterprises with 10,000+ employees - 33.33%.

Customers of Maxon ZBrush include firms across all revenue levels — from $0-100M, to $101M-$1B, $1B-$10B, and $10B+ global corporations.

Contact APPS RUN THE WORLD to access the full verified Maxon ZBrush customer database with detailed Firmographics such as industry, geography, revenue, and employee breakdowns as well as key decision makers in charge of 3D Modeling.