

Another great tool is the Select Lasso brush, which you can choose from the Brush menu. You can also grow and shrink visibility in Tool > Visibility (I've set hotkeys for this using + and -). I’ve set it to H.Īdjust the visible polygons by masking, inverting the mask (click on the document) and hiding unmasked polygons. You can set this to a hotkey by holding Ctrl+Alt and clicking the button, and pressing a key on your keyboard. Hide the unmasked polys via Tool > Visibility > HidePt. easier when it comes to baking too.Go down to the lowest subdivision ( Shift+D) and use masking with Transpose and/or the Mask Pen to mask a limb.

If you have lots of parts keep them seperate. By isolating Polygroups it'll really help with getting at awkward parts without having to make them separate SubTools/meshes/objects etc. Those plackets were given their own Polygroups inside of ZBrush, so being able to view them in Coat would have been incredibly useful. For instance, I've recently been working on the plackets/collar region of a jacket, but it was proving incredibly difficult to retopologize underneath them and then connect up vertices to the rest of the jacket I'd done.

Or maybe some sort of hybrid of Polygroups where it recognises them from ZBrush, similar to how Maya does, which you can then customise in 3DCoat? It would be really useful to split parts of a high poly up on the fly whilst working on some retopology. I tried it with the Lasso brush/tool and couldn't split off an awkward area. I know you can currently split parts of a mesh off into their own group in the Sculpt Room, although it can be quite tricky for some areas when you have to pan the camera around and you inadvertently select parts of a mesh you don't want. I have a feature request for being able to view, isolate, separate and create Polygroups on a high poly mesh brought into 3DCoat via ZBrush. I asked about this in the general forum and it doesn't look like it's an option currently.
