ZBrushCentral

How to make a layer into a polygroup?

Hello everybody
I have a question about layers, polygroups and maybe subtools.

The thing is this: I wanna be a able to sulpt something on a layer and then turn everything that is on that layer into a polygroup.
This way, when I export the mesh with GoZ into Cinema4D for example, I would get a selection and could easily add a material to ONLY that polygroup or formal layer.
Now what I mean? :slight_smile:

I added an image to explain.
I have a model (simple sphere as example), and then added some stitches on a layer.
Now, I want to “keep” this stitches on that layer as something that I can easily select once the mesh is exported into Cinema4D or Max or whatever.
My idea is to group all that stuff on the layer (the stitches) as a seperate polygroup… that way, it would work, I hope…

But I don’t find a function that says “layer to polygroup” or similar…
So, how can I do that?

Hope I guys know what I mean :slight_smile:
Thanks a lot,
Oliver

Attachments

ZBrushLayer.jpg

This won’t always be convenient, but would work for those stitches. Turn on RGB for that brush, and as you sculpt, also paint with a contrasting color. Then create polygroups from polypaint.

Hmmm… sounds a but uncorfotable… but I have to give it a try.
I just realized another problem:
When I finally have polygroups (from polypaint or any other method), they are not exported into Cinema4D with GoZ.
I get the mesh into C4D, works fine, but there are no selections from the different polygroups… nothing.
Is that normal? How do I get the mesh INCLUDING the polygroups into Cinema4D? (or others applications)

Not familiar w/ c4d. Although I occasionally modo, I generally take a simple approach to 3d. Doubt that polygroups are supported outside of z, but wouldn’t know.

You could fill the model w/ black, then sculpt on the stitches in white. Export that as a texture map to use as a material mask in c4d. You could even fill it with gray instead of black, so you could see the model better, then use photoshop levels to get the full spectrum back.

hmmm yeah, that would be I way if nothing else works I guess…
But I still hope that somebody comes up with another solution.

-Like extracting the geometry affected by a layer into a seperate mesh for example.

-Or layers can be exportet as poly selections… something like that.

Anyone from Pixologic maybe reading this?? helloooo?? :smiley:

You can store a morph target, sculpt the stitches, then create a “difference mesh” from that. However, it won’t work good with that particular alpha, you need one that is only the stitches, not the strip beneath. You could edit the alpha in photoshop so that it’s only the threads, or create your own alpha. Otherwise, the difference mesh will just be a big strip.