Hold CTRL + Shift and click on a polygroup, or the junction of two polygroups: the rest of the model is hidden. Revealing the model or inverting the visibility works as usual.
Have a closer look at the poly model, and especially at the hands. You will notice that our poly model has multiple colored parts. Each part is in fact a polygroup. A new polygroup is created each time the ZSphere hierarchy is split. You'll have to add an additional Z-Sphere on both side of the palm, so that fingers have good topology. When you will model your character, ensure every finger is in a separate polygroup. It will help us later. When you have finished, save your model.
Note: Because of the reddish clay shader, polygroups are not really visible. You can switch to a more neutral shader, or change the Render mode to Preview.
Creating a Rough Shape from the Stick Figure :
Let us look more closely at the Adaptative skin sub palette. You will there find all the needed options to controls the model we'll generate.
- Press A key to preview your Poly model, and make sure that the Minimal Skin to child button (MC) is on.
- Set the Density to 4.
- Hit Make Adaptive Skin. A New 3d model is created and placed in the Tool Palette. - Switch to this new model.
The model we created has multiple subdivision levels. You can move back and forth between these levels as you model, by using the Lower Res and Higher Res buttons, or using D and Shift + D keys.
It's time to rough out our model. - Select the Standard Edit Brush. Make sure the X symmetry is on
- Just draw strokes on your model to Pull geometry. Pressing Alt key while you draw strokes will push the geometry, and the Shift key will smooth the model.
- At this stage of the sculpting, you can also experiment the Inflate and Move brushes.
Don't push the sculpting too far. A quick rough is enough for now.