Sculpting Actions

Table of Contents

Sculpting Context

In Sculpt mode, numerous functions are available on selected Sculptable Meshes, e.g. to manage their masks or partial visibilities. It also allows you to create groups that automatically restrict sculpting to specific areas without having to use masks. You can access these functions in the Radial Menu that can be opened either via the three-dot button at the bottom of the right menu bar or by doing a four-finger-tab in the viewport. All commands are also accessible from the settings of a Sculptable Mesh. The following illustrations describe these functions and where they can be found.

Tip:

When clicking on the three-dot icon or using the four-finger-tab, if the Masking shortcut is pressed, the Radial Menu will open directly in the Masking mode, if the Masking + Smooth shortcuts are pressed, it will open directly in the Visibility mode, otherwise the Mesh submenu is opened.

Radial Menu - Mesh

Remesh

In addition to the extensive ZRemesher functionality that can be used to optimize polygon density and topology, Forger also includes another remeshing feature. You can find it after selecting a Sculptable Mesh in its settings (see Vases icon in the top menu bar). This function is especially useful in the initial stages of sculpting, when basic shape changes are still to be made to the mesh.
In addition to harmonizing the polygon density, this function also enables the merging of shapes that lie at an immediate distance from each other. For example, you could first roughly shape the horns or arms of a creature with basic objects and then weld them to the main body. The following image shows this process.

In the example above, a horn was formed separately from a Sphere primitive. To connect the head and the horn to form a single mesh, activate the multi-selection mode in the Objects List (see number 1).
Circles appear in front of the objects in the list, which can be marked by tapping. In this way, select the two objects to be merged (see number 2). Finally, tap the Connect icon at the bottom of the Objects List to connect the marked objects to a new mesh (see number 3).

Then select the resulting mesh and open its settings via the vase icon in the top menu bar. There you will find the Remeshing settings (see middle figure). After adjusting the Resolution (it sets the polygon density of the resulting mesh) just can hit the Remesh button and it will compute a new topology that also bridges gaps and smooths hard transitions between shapes. A possible result is seen on the right side of the above image.

Tip:

If you need individual control over the resulting topology and polygon density, check out the ZRemesher tool.


Radial Menu - Masking

Radial Menu - Partial Visibility

Full list of Actions

Modify Mask: Shows a menu with the following options

  • Clear: Removes the mesh masking from the currently selected mesh.

  • Invert: Inverts the mesh masking from the currently selected mesh.

  • Soften: Softens the mesh masking from the currently selected mesh.

  • Sharpen: Sharpens the mesh masking from the currently selected mesh.

  • Grow: Grows the mesh masking from the currently selected mesh.

  • Shrink: Shrinks the mesh masking from the currently selected mesh.

Some of these commands are also available using the Modifier buttons from the left Toolbar menu:


Modify Partial Visibility: Shows a menu with the following options:

  • Hide Masked: Hides any faces that may be masked.

  • Hide Unmasked: When pressed with an active mask, this will hide any faces that were not masked.

  • Reset: Shows the entire model.

  • Invert: Inverts the visibility of the mesh.

  • Grow: Grows the visible area of the currently selected mesh.

  • Shrink: Shrinks the visible area of the currently selected mesh.

Some of these commands are also available using the Modifier buttons from the left Toolbar menu:


Vertex Colors: Shows a menu with the following options:

  • Fill With Color...: Fills the given mesh with the color selected, this action will factor in masking.

  • Import From Image...: Reads colors from the selected (square) image and applies them as vertex colors to the mesh. This color information will get multiplied by the Base Color of the applied material. To be able to choose a texture, it has to be loaded to the Ressources Manager first. The object should have propper UV coordinates before you use this command (see Generate automatic UVs)


Groups can be created from a masked area, from the visible part of a mesh or from the submeshes.
They can be used, for example, to automatically limit the influence of sculpting brushes without having to use masks. Unlike masks, groups still offer the possibility of being deformable with Sculpting. The first group touched with the Sculpting tool is automatically unlocked. All other groups are locked. For this function, the Face Group option must be activated on the respective Sculpting brush (see Advanced Settings).
See also Split/Extract Submeshes commands below.

Modify Groups: Shows a menu with the following options:

  • Group Visible: Creates a group from the currently visible parts.

  • Group Masked: Creates a group from currently masked areas.

  • Group by Submesh: Submeshes are parts of a mesh that are not connected with the rest of the mesh by edges and polygons. Think, for example, of simple spheres inserted into a character as eyeballs. Even if these spheres are connected to the mesh of the head to form a single mesh (using the Connect command from the Objects List), they remain a Submesh part. You can automatically create a group from those areas.

To visualize groups in the viewport, activate Colors Group from the Display Settings (Basic tab).


Split/Extract Submeshes: Shows a menu with the following options:

  • Extract mask with thickness...: Extracts a mesh from the selected meshes mask with the specified thickness (useful for clothes, props etc). A separate dialog will appear to set the thickness value. Also very useful in combination with a projected mesh (see ZProject tool).

  • Split by submesh: Splits the input mesh by edge/face connectivity.

  • Split masked: Splits the input mesh into different meshes, leaving all masked faces in the current mesh and moving all unmasked ones into a newly created mesh.

  • Split visible/hidden: Splits the input mesh into different meshes, leaving all visible faces in the current mesh and moving all invisible ones into a newly created mesh.

  • Delete hidden: All hidden faces get deleted from the mesh.


Misc. Actions: Shows a menu with the following options:

  • Auto retopo...: Creates a quad dominant auto retopology of the current mesh whose edges make their best to follow the extrinsic flow of the input mesh. After creation, the mesh is automatically subdivided and re-projected onto the old mesh (if there is enough memory) to preserve the details. For more control during the remeshing have a look at the ZRemesher tool as well.

  • Close holes: Uses a naive algorithm that caps all of the mesh holes by placing a vertex in their center and creates triangles connected from this vertex to the bondary edges of the original holes.