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Zbrush polygroups
Zbrush polygroups








zbrush polygroups

Auto Groups will automatically create polygroups from separate objects in an imported OBJ file-for example, if you imported an OBJ that was a sphere and a box (Figure 3.16) ZBrush loads them as a single tool. In the resulting dialog box you will find several options: Auto Groups, Auto Groups With UV, V Groups, Group Visible, From polypaint, From Masking, and two sliders to control tolerance for the polypaint and masking group options. You create polygroups by choosing Tool + Polygroups. To reveal all groups again, Ctrl+Shift-click anywhere off the model on the document background. You can invert this selection to show the hidden groups and hide the currently active one by Ctrl+Shift-clicking and dragging a marquee anywhere off the model on the document background. Any polygroup can be isolated by Ctrl+Shift-clicking the group. Having polygroups for the character’s ears makes it easy to quickly show or hide the ear geometry to mask this geo independently of the head. Polygroups can help you organize parts of your model into easy-to-access groups. The PolyF button is also located on the right sidebar of the document window. Enable this mode by pressing Shift+F or selecting the PolyF button on the Transform panel.

zbrush polygroups

The poly-groups are visible when in Poly Frame mode. In Figure 3.15 this stegosaurus has its parts polygrouped into different selections. Polygroups are assigned a separate color. They are similar to selection sets in Maya. Polygroups in ZBrush are simply selections of polygons that are tagged as being part of a group. Polygroups allow you to quickly and easily isolate parts of the model for sculpting. Masking offers similar problems when you’re trying to paint a mask on just one lip and not both.įigure 3.14 This solider was created by Fabian Loing using some unique masking techniques. Notice that if you try to move the upper lip with the Move brush, often the lower lip will be moved too since it is in close proximity and lies under the falloff of the Move brush. I want to make sure that I can isolate the ears from the head and manipulate the various parts of the ear without affecting the back of the head. When sculpting a character, it is beneficial to have the model organized into easy-to-select parts to facilitate working on the ears or mouth separately. As soon as the tool is drawn, enter Edit mode by pressing the T key on your keyboard or by clicking the Edit button at the top of the screen. If you were to stroke on the canvas again, it would only draw more instances of the mesh on the canvas. ZTools, on the other hand, are ZBrush models that save polygons, multiple-subdivision levels, sculpted detail, subtools, color and texture information, as well as alphas.Įnter Edit mode, and you are now ready to sculpt on the model.īefore you can sculpt on the tool, it must be immediately placed in Edit mode. Remember a model is an OBJ file, which is just a polygon mesh created in a polygon modeling package-it does not carry multiple subdivision levels, layers, and other information. For the generic head, we need to import it into the program.

zbrush polygroups

Previously we were selecting ZBrush primitives from the Tool menu.

zbrush polygroups

To begin, we’ll import the base geometry into ZBrush as a tool.










Zbrush polygroups