(Upper half of figure):
- Press CTRL and drag a stroke to mask a section of the sphere.
(Lower half of figure):
- Press CTRL+ Alt and drag a stroke to unmask a section of the sphere. In the same way as for sculpting, selecting an Alpha has an influence on the stroke.
(Upper half of figure):
- Press CTRL and drag a rectangle to mask a section of the sphere.
(Lower half of figure):
- Press CTRL + Alt and drag a rectangle to unmask section of the sphere.
- To invert the mask, press CTRL + Shift and click on an empty area of the canvas.
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To clear the mask, press CTRL, and drag a rectangle on an empty area of the canvas.
- As with hiding faces, you can also use the lasso tool to mask them.
Now, go out of Edit Mode, and clear the Document, using CTRL + N. (If you're editing a tool, all but your current tool will be erased.)
Using Z-Spheres To Create a Stick Figure :
To start, we will build a simple stick-model using Zspheres, which are a quick way to create a stick figure, and to create a model from. This model will be a template on top of which we will create the final topology of our girl. Select the ZSphere icon in the Tool palette, Click-drag it on the Document, and enter Edit mode.
Activate X Symmetry, using the X Key. You can also find the Symmetry options on the Transform Menu. You can notice that your cursor becomes green when it's over the symmetry axis.
Now, we will create the Spine and the head of our model.
- Select the Draw icon, and start to add a first Z-Sphere. Pay attention to create this sphere on the axis of symmetry.
- Go into Move mode (W key), and move it just above the original
- Go into Draw mode and add 2 other Z-Spheres the same way.
To shape your Stick figure you can Move, Rotate or Scale each Z-Sphere individually, or select the Link between each Z-Spheres, to transform the downstream hierarchy.
If you want to delete a Z Sphere, just Alt + Click on it.
It's time to add arms and legs to our model. Here is what the skeleton and the poly model should look like at the end.
Polygroups :
You can preview your poly model, and go back to the Zsphere display at any moment by pressing the Preview button, in the Tool:Adaptive skin subpalette; or the A key
You can Switch on and off wireframe and polygroups display by pressing the Draw PolyFrame button, or Shift +F
Polygroups are just a quick and easy way to group part of your model, and to isolate these parts later.
Polygroup options can be found in the Tool:Polygroup subpalette. The creation of these can be made according to UV sets, or using to the visible polygons. If you import a model exported from Maya in .OBJ format, which has selections sets, these sets will be converted into polygroups. In the same way, these groups will be preserved when you will export your model again.