So, this, by default, is set to 90 degree angle, so that means that any polygon that's even remotely facing the front of the camera will get included. Okay, yeah, because perspective was kind of distorting how the polygons are facing the camera, which made it so that some of them weren't quite caught from either view. Actually, with perspective mode turned off, I think we can finally catch everything. So, you're going to come around to the back side and Group Front here, and now we've got mostly two polygroups and some that are kind of, like, right in the middle not really facing forward or backwards will sometimes get left like that. So, you can see all of the others are left alone. And so, what you can do with this is just click Group Front, and any polygons that are facing the camera will get grouped. Another way to control polygroups that I like a lot is called Group Front. So, you just want to find that happy medium where you get the polygroups you want, but not too many. So, you can see this edge polyloop right here is getting combined in the same polygroup as the shirt because those angles are soft enough to where, when it's set to 72 degrees, it's combining it. Now, if you set it too high, what you'll probably find is that things get combined that probably shouldn't be. So, you want to find the angle that's right for that. So, for example, I probably want to keep one polygroup in this entire loop all the way around. So, you might need to play with this a little bit to get this right. And actually, another change of polygroup up here because of that angle. 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.