However, as soon as I integrated Z Scene Manager into my workflow, the subtool management was exponentially expedited and has allowed me to really focus more on the other functions within ZBrush and the modelling tasks. While first learning ZBrush, the traditional UI made it somewhat challenging to adjust, but I learned the underlying structure of how the tools and subtools worked within ZBrush.
Right-clicking within the plugin window expands to a lot of other functions, such as renaming, grouping, selecting, and several others. This plugin takes the same information of subtools in the project and outlines them with relevant information, such as visibility, polycount, Boolean state, UV mapping, texture, symmetry, and many others. Although ZBrush has this functionality the traditional ZBrush UI can be a bit cumbersome at times and particularly when accustomed to other layer-based tools.
Zbrush polygroups free#
The plugin has a free and paid version available. The plugin has a clear UI and easy-to-use functionality, supplementing ZBrush very well. This is an effective tool and subtool management dashboard that can be used within ZBrush. Ultimately, it has really made my use of ZBrush so much more enjoyable by having it take on the management of these ZBrush elements and its user interface make them quick to apply to any active ZBrush project. Another part of this tool that I appreciate is that there can be multiple paths set up to different file and folder locations where the brushes, alphas, or models are being stored, so they don't all necessarily need to be located in a single, predefined location.
It also has the option to categorize content with tags, folders, and naming conventions. But through the XMD ToolBox, I'm able to access any of the brushes, alphas, and models in my collection with a click and they become active in the ZBrush session. When I first started using ZBrush, I quickly began collecting a large number of brushes and alphas, but it became tedious manually updating them and coordinating them through the default ZBrush Lightbox methodology.
Zbrush polygroups how to#
Please spread the news and let other users know about how to do it.This tool is a phenomenal support system for ZBrush and I highly recommend it to organize brushes, alphas, and models. 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.
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.