ZBrushCentral

How to split a model into subtools?

Hi. I have a few basic questions to ask . I started this bat-like character a few days back ( It will carry a missile in its huge claws to carry out a suicide attack ). I started the model with zspheres and am now with a ploymesh at sub div level 4. My cpu can’t handle more than 5 sub div levels, but I want to add more detail to my character. How do I split my model into separate subtools on the basis of the division inherent in a model begun using Zspheres ( please see attached image ). As you might have observed the body, head, claws, nose , ears etc are colored differently with frames on.

  1. How do I divide this model into separate subtools ( the claws, ears, head, nose etc as can be seen currently with the frames turned on )?

  2. After creating subtools can I sculpt on all the subtools at the same time.I want to avoid creating seams by sculptig on them separately.

  3. Can I retopologise the model while it is divided into subtools?

  4. how do I combine the subtools together into one final model after sculpting on them separately?

Hope to get help on this. thanks.

Attachments

batty.jpg

Well, splitting into subtools is easy…just drop your model to the lowest sub d level, hide the portion you want split into a subtool, go to the subtool menu and hit “Split tool”

For advanced subtool operations, like combining them, be sure to get Subtool Master: [http://www.pixolator.com/zbc/showthread.php?t=57154](http://www.pixolator.com/zbc/showthread.php?t=57154) However, subtools don't seem to be the ideal solution to your particular mesh, as it seems to be all one continuous organic shape. The drawback to subtools is that they become seperate objects that cant be manupulated concurrently (although make sure to get Transpose Master for some interesting options) and you cant sculpt over them continuously. They're are likely to develop seams at the edges, whereas you object is mostly seamless. Subtools are better suited for mesh portions that make up seperate logical objects (for instance, your eventual "missle" object would make a good subtool). For your purposes, you would be better off subdividing as much as your machine will allow, then hide whatever sections you don't need visible, only keeping the small parts you're working on visible, and thereby decreasing the performance burden. You can assign precise polygroups to assist in this, by going to the lowest subD level, hiding everything but that which you want grouped, then going to the "polygroups" section of the tool menu, and hitting "group visible". This groups those polys into a "polygroup", as represented by the multicolored sections on the mesh when you have frame mode turned on, and makes it easier to more precisely hide or mask entire portions.

Thanks a lot Bingo_Jackson. I now know that polygroups is what I will use to hide and reveal geometry when I sculpt at a higher sub div level. This might be rudimentary but it is essential for beginners like me.

I tried what you suggested. I first increased the subdiv to 6 ( I wish there was a utility that could help one know the max sub div possible without crashing the system) and then went to sub div 1.By shift + ctrl clicking the existing groups ( made automatically because of symmetrical zsheres ) I managed to hide the parts I didn’t want and then grouped what was left visible.I will now work on the highest sub div by hiding polygroups.

Thanks again for your useful guidance. Cheers.