ZBrushCentral

Polygroups: merge similar groups/stray groups question

Hi

So often i find myself with lots of little polygroup islands that I alway hope will get merged as stray groups of larger islands, but they never seem to get covered and i always have to spend ages going in and filling them myself.

Is there a way to up the tollerance of merge stray groups that anyones know of? or failing this a quick way of getting rid of them?

thanks for your help!

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Hi @nickholl ,

I’m not certain what is causing the issue in your workflow, but merge stray/similar will probably not be effective in this situation.

To be able to quickly and easily solve issues like this, or any problem that involves polygroup manipulation, you should be familiar with both the mesh/polygroup visibility shortcuts, as well as the various functions in the Polygroup Palette. Some quick combination of shortcuts will usually resolve most problems.

For instance, I may not be seeing the full picture here, but based on the visible portion of the screenshot you should be able to :

  1. SHift + Ctrl click to hide the green polygroup

  2. Shift + Ctrl click to hide the red polygroup.

  3. SHift+ Ctrl drag in empty canvas space to invert the polygroup visibility, then Ctrl + W to group all visible polygons into one polygroup.

Or, depending on the situation it may be more economical to simply hide the magenta polygroup then group whatever is left visible together.

In some situations the Polygroup> Autogroups function can be useful. This will split all sections of visible, disconnected mesh islands into separate polygroups, which may make it easier to separate sections of a shared polygroup that has fragmented all over the mesh. So for instance you could hide all but the red polygroup then autogroup it. This will split each of those islands into separate polygroups which would make it easier to combine only those sections you want to combine.


The mesh visibility functions are the most fundamental way in ZBrush to manage a complicated high resolution mesh, and to isolate only the areas of the mesh you want to affect for the purpose of masking or polygrouping. Being comfortable with these makes problems like this much easier to deal with. For low resolution meshes, Zmodeler provides additional options.

:slight_smile: