…unless I’m missing something. But each time I try to use Mrgb or M and either polypaint or fill all other sub tools
get affected as well. Searched the web and other users reported having the same problem with either r4 or r5. Does anyone
have a solution?
are you filling a subtool and then changing your material?
can you post some pictures/or a video of this happening?
I haven’t experienced it so I probably cant offer too much advice without seeing your exact workflow. Another thing to watch out for would be that textures can have their own independent materials as well which are changed through the texturemap subpalette, instead of the normal Color palette. So if you have textures on some subtools and they have the flatcolor material applied to the texture, then you probably wont see any result if you try to change the material the traditional way.
I’m not sure if I’m able to provide images since it’s project related. But I’m creating several sub tools for a wall that I want to
render in Zbrush, rather than in Maya to save some time. Therefor I’m also trying to save time by not even Uving the assets, but use the density of my subdivided meshes to poly paint on them and maybe add some noise with noisemaker. It’s just that at some point, when I try to fill the subtool with ‘m’ or ‘mrgb’ to assign the material, it always affects all other subtools as well and not just the current, selected one. So once I’m ready to render things out I’ll get back to you guys with some reference pics.
the active material is always displayed on all subtools unless you applied a different material to a subtool.
Use the SubTool Master ‘Fill’ option to embed the subtools with material. As beta_channel says, if a subtool has not been ‘filled’ it will display the current material. Also note that if you have texture maps on your subtools this will cover any embedded material (so that the current material is displayed) - you need to fill the texture map by using the Tool>Texture Map>Fill Mat button.