90 chapter 3 ■ Designing a Character Bust
UV Groups will create polygroups from faces arranged in the UV Texture space outside 0
to 1. Notice in Figure 3.18 that the UVs of this character are shifted outside 0 to 1. UV Groups
will create new polygroups for any faces outside 0 to 1.
Figure 3.18 This stegosaurus has UVs in multiple regions outside 0 to 1.
Group Visible will polygroup the faces visible in the document window. So if you hide
part of the model and then apply Group Visible, those visible faces are tagged as a new poly-
group. This is the option we will use to group the ears into separate parts. It is important to
note that this does not separate these faces from the mesh or change the geometry at all; it is
simply a tool for quickly showing and hiding saved selections.
From polypaint and From Masking will polygroup based on a selection you paint. If
you use the Polypaint option each area with a different color painted on will be a separate
polygroup. The tolerance for this is controlled with the Ptolerance slider. From Masking will
perform the same function but the polygroup will be generated based off areas of the model
that have been masked.
It is possible to use the Subtool menu to break apart polygroups into separate subtools.
To do this, click Tool → Subtool → Group Split. This command will separate the grouped
parts into different subtools. For more on subtools, see Chapter 5, “Texture Painting.”
Polygroups have several functions in ZBrush. The one we will examine here is for orga-
nizing a complex mesh into easy-to-isolate parts. Notice that if I use the Move tool on the ear
I pull not only the ear faces but the faces on the head behind the ear (Figure 3.19). Masking