using extract to create a sub-tool

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  08 August 2007
using extract to create a sub-tool

I have a stegosaurus which I have just modeled and unwrapped in Max. In Z-brush 3, is it possible for me select the inside of the mouth, teeth, tongue etc and use the extract function to create a subtool, instead of duplicating the selected area?
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  08 August 2007
You don't want to use the extract tool for that. Extract only takes the difference between the base mesh and the modifications made. It doesn't remove the original mesh where you modified it.

If the teeth and other parts are separate meshes, then they should show up as different polygroups ( different colors ). In that case just hit "group split" and the different polygroups will become separate sub tools.

If the parts are all one mesh, just select and hide everything you don't want to split then hit "group visible" in the polygroup menu to make the part you want to split a separate polygroup. unhide everything then hit "group split" in the sub tool menu then the separate polygroup will be a sub tool.

You just have to be sure to use a lot of edge loops so your new sub tools don't deform too badly when you subdivide it.
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Last edited by theWOODman : 08 August 2007 at 03:25 AM.
 
  08 August 2007
Hey, thanks for that. I'll give it a try. The reason I wanted it as a seperate sub-tool was so I could easily just hide everything else and sculpt and polypaint the inside of the mouth.

Cheers.
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  08 August 2007
To claify what I said earlier, you can mask off and extract from any part of your mesh even though you didn't modify it, but it will create a depth to it depending on what setting you gave in your "thickness" imput.

Basicly creating a 2 sided skin with depth, but you wouldn't want that either.

You could also just hide everything else and polygroup it without making it a sub tool. Just hold shift+control while selecting it and it will hide everything else if you need to.

Another good reason to have those parts as separate sub tools is that it will allow you to subdivide it to a much higher poly count allowing you to give it more detail rather than being limited to the max polycount of the whole model.
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I'm a doodler cause doodlin is what I do...Oh, and I also like to piddle.

The Journey Begins - My first challenge

Last edited by theWOODman : 08 August 2007 at 10:28 PM.
 
  08 August 2007
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