can I save masked selection on a model?
yes and no.
if your mesh has UV’s (zbrush can make them too) then all you have to do is mask off where you want to save. then create a black and white texture. Black where you don’t want to keep, white where you do. (or vise-verse) save that texture. also a button inside the masking panel to create an alpha of the same thing…so you don’t have to fill the model with colors…it does it for you.
if you want to load that mask again. load that texture to the model. then go to tool>masking>select by intesity.
NOTE: You can’t change the UV’s at all after you save the texture. The texture is set to the UV’s you have when you create it, hence so is the mask.
I find the “Create Alpha” and “Mask by Alpha” buttons on the masking pallet quicker than the “mask by intensity” from texture. Remember to save your Alphas (export from the alpha pallet) if you’re going to need them between sessions. This will give you 16-bit deep masks at a button press. Just make sure you have some form of good UVs on the model. (Such as GUV or AUV tiles if the base mesh wasn’t UV’d or not a ZB primitive.)
-K
You can save your UV set (don’t ask how I know this ) by exporting your level 1 as .obj and re-importing level 1 later. Not as neat as supporting multiple UV maps, but better than nothing.
-K
nice tip kerwin. no clue why I never thought to export out the lvl1…duh.
I do tend to export out my low and high and delete the .ztls if I’m not going to be using them anytime soon…you can always reconstruct later and save space now…or I could take my cheep ass to the store and by a new HD