ZBrushCentral

Masking sculpted damage

Hello, Zbrushers.

I am trying to use trim sheets Nanite workflow and I am trying to mask only sculpted edge damage and create a polygroup of the masked sculpted damage while preserving UVs, is there a way to do it?

Hello @Cubik ,

There are many methods for converting geometry into Polygroups in the Polygroups palette. If you have a masked area of mesh you can convert this into a polygroup with the Polygroups> From Masking function. Generally speaking you can convert either masking or polypaint into a polygroup, so any strategy that results in the mesh location you want to polygroup being masked or painted can result in an easy polygroup assignment.

The accuracy of the results you get with this will depend on your underlying topology and how accurately you can isolate the target polygons. UVs should not be affected as long as you don’t change the topology of the mesh.

If you don’t have a plan ahead of time for capturing detail as a separate polygroup your only option may be to go through the mesh and either manually paint masks, polypaint, or hide geometry in order to isolate it and convert it into a polygroup. With some forethought if you know you’re going to want this, you can sculpt your detail with polypaint active for the given brush. You can then convert different colors of polypaint to polygroups with the “From Polypaint” function.

Likewise the “GroupChangedPoints” can be used to convert the last sculpting stroke into a polygroup.

Good luck!