dvdcas.blogg.se

Zbrush polygroups
Zbrush polygroups











zbrush polygroups

when exiting sculpt mode delete CustomData and rewrite it to match current layer data.when entering sculpt mode delete all layer data and restore it from CustomData.vert creation causes addition to the GHash and layers.ĭecide to which layer to add by checking proximity to other vert layers.vert deletion causes removal from GHash and layers.(its faster that iterating over the entire mesh)

zbrush polygroups

To mask a layer iterate over the layer and use BM_ELEM_CD_SET_FLOAT to set desired mask value for the vert.

  • Create a GHash where the key is a vert pointer and the value a list of layer indexes that belong to this vert.
  • Sculpt layers must survive/work with dynotopo. Users may mask/unmask these sculpt layers, for the purpose of working with large complicated meshes more easily. Please spread the news and let other users know about how to do it.Sculpt layers will be arbitrary selections of verts that are stored. I’ve made a GIF to demonstrate the process, I might even make a video about it. Super easy and intuitive, isn’t it? Like every aspect about ZBrush. To bring the rest of the body back, CTRL+SHIFT and click on the canvas (NOT the model).
  • now press CTRL+W to combine both legs into a single new polygroup.
  • now hold CTRL+SHIFT then left-click and drag anywhere on the canvas (NOT the model) to invert the selection (both legs come back, everything else disappears).
  • CTRL+SHIFT click on the other leg (both legs disappear).
  • CTRL+SHIFT click on the same leg to invert the selection (everything except for the leg comes back).
  • zbrush polygroups

    CTRL+SHIFT click on the first leg (the rest of the body disappears).

    zbrush polygroups

    There doesn’t seem to me a menu option either, so by piecing together random bits of information on the web, I’ve managed to figure out how to do it: It’s an extremely simple task, but pretty much impossible to figure out in ZBrush if you apply logic. It’s a tad difficult to see in the screenshot, but our mission is to combine both legs of my character into the same polygroup.













    Zbrush polygroups