

So, here you can see that this group of polygons right here at the edge, there was kind of a sharper angle right here, which means that that splits that off into two polygroups. So, if you set this lower, what it'll do is actually be more sensitive. Now, what you can do is change the angle, here. So, you can see what this did is it created a polygroup for the outside, one for the edge, and one for that little strip of polygons that's on the inside of the shirt. I'm going to go into solo mode so we can see this without any other models in the way. So, let's just try Groups By Normals with the default settings. And what this means is that any parts that are kind of mostly flat with each other will get grouped into one group, and anywhere there's a sharp angle, it'll create a new polygroup. One of the most useful ones in here is Groups By Normals. So, let's scroll down to our polygroups pallet.

So, let's see how we can automatically create some polygroups for this. But we might want to control things for the edge of the shirt separately from the inside of the shirt or the outside. So, you can see that this shirt is one single polygroup. Looks like that didn't quite take when I alt clicked on the shirt. Then, I'll hit shift F to turn on wireframe. I'm going to zoom in here and alt click on the shirt to make that the active subtool. Okay, so let's take a look at some pieces of this model. In this video, we'll look at some ways of quickly generating new polygroups. But sometimes, those polygroups aren't helpful or they're missing. Zbrush is pretty good about creating polygroups automatically while modeling. As I'm sure you know by now, polygroups are a great way to keep a model organized.
