ZBrush Tip: Group by Normals: Fast Polygrouping and Topology Control

July 04, 2026 2 min read

ZBrush Tip: Group by Normals: Fast Polygrouping and Topology Control

Accelerate selection and topology control with Group by Normals. This command auto-creates Polygroups based on face-angle changes—ideal for hard-surface segmentation, paneling, and clean remeshing. If you need the latest ZBrush or add‑ons, check NOVEDGE for deals and bundles.

Where to find it

  • Tool > Polygroups > Group by Normals
  • Angle slider: sets the edge-angle threshold that generates new Polygroups
  • Preview groups quickly with PolyF (Shift+F)

Quick workflow

  1. Clean the mesh: run a light Deformation > Polish By Features pass to clarify edges and reduce micro-noise.
  2. Set Angle and click Group by Normals:
    • 10–25°: tight separation for sharp bevels and chamfers
    • 30–60°: general hard-surface segmentation
    • 90–135°: broad sections on stylized or soft surfaces
    • 175–180°: minimal grouping on organic forms
  3. Inspect with PolyF. If you see tiny stray groups, slightly raise Angle or smooth/decimate to remove micro-facets and try again.
  4. Optionally consolidate small areas:
    • Hide unwanted bits and use Polygroups > Group Visible to merge them into neighbors.
    • Manually paint selections and press Ctrl+W to assign a single Polygroup.

Why it matters

  • ZRemesher control: After grouping, use ZRemesher with KeepGroups on (and Smooth Groups as needed) to preserve hard transitions and get cleaner edge flow.
  • Panel Loops: Geometry > EdgeLoop > Panel Loops will create precise, beveled panels along Polygroup borders—perfect for sci‑fi plates and armor.
  • Crisp subdivision: Geometry > Crease > Crease PG protects Polygroup borders through subdivision for razor-sharp edges.
  • Targeted sculpting: Brush > Auto Masking > Mask By Polygroups isolates strokes within a group for confident detail passes.
  • Selective operations: Ctrl+Shift+Click a Polygroup to isolate it; split sets with SubTool > Split > Split to Parts.
  • Fast ID masks: Fill each Polygroup with a flat color, then create a texture/ID map for downstream texturing.

Pro tips

  • Pre-bevel strategy: If your bevels are too soft to register, run Trim or HPolish to define planes, then Group by Normals.
  • Edge support: Geometry > EdgeLoop > GroupLoops can add supporting loops along Polygroup borders after grouping.
  • Avoid fragmentation: On scanned or noisy meshes, decimate lightly or relax (Tool > Deformation > Relax) before grouping.
  • Multi-subtool consistency: Apply consistent Angle values per subtool to keep panels aligned when you later use Panel Loops or Crease PG.
  • Print and game assets: Group by Normals before Decimation or retopo to preserve selection sets and protect silhouette-defining seams.

Troubleshooting

  • Separated shells will naturally become different groups; weld or close gaps if you want continuity.
  • If ZRemesher rounds edges, reduce Smooth Groups or re-run Group by Normals at a tighter Angle and try again.

Sharpen your workflow with these steps and revisit Group by Normals any time you reintroduce edges or refine forms. For upgrades, plug-ins, and volume licensing, explore NOVEDGE and their ZBrush offerings at this link.



You can find all the ZBrush products on the NOVEDGE web site at this page.







Also in Design News

Subscribe

How can I assist you?