ZBrush Tip: SubTool Split Workflow for Rapid Isolation and Export Preparation

November 10, 2025 2 min read

ZBrush Tip: SubTool Split Workflow for Rapid Isolation and Export Preparation

Master the SubTool > Split palette to isolate components fast, keep scenes organized, and prep assets for texturing, rigging, or game-engine export.

Know your Split options (Tool > SubTool > Split):

  • Split Masked Points: Sends the masked area to a new SubTool. Great for peeling off plates or cloth panels you’ve isolated with a mask.
  • Split Unmasked Points: Inverts the above—handy when the smaller selection is what you want to keep original.
  • Split Hidden: Hide what you want to extract (with visibility tools or Select Lasso), then split the hidden portion into its own SubTool.
  • Group Split: Creates one SubTool per Polygroup. Ideal after using Polygroup workflows (e.g., PolygroupIt, Auto Groups, or Group by Normals).
  • Split to Parts: Automatically separates connected mesh islands into individual SubTools—perfect for kitbashes or imported OBJs with welded parts.

Preparation for clean splits:

  • Define boundaries with Polygroups: Use Auto Groups, Group by Normals, or mask-and-group (Ctrl+W). Clear, non-overlapping Polygroups make Group Split surgical.
  • Check thickness: Thin shells can split unpredictably if backfaces are too close. Use Display Properties > Double and Brush > Auto Masking > BackfaceMask to verify and paint masks accurately.
  • Stabilize selections: Sharpen masks (Ctrl+Click) and clean visibility (Grow/Shrink visibility) so you don’t leave stray points behind.

Workflow tips that save time:

  • Duplicate before risky splits: Tool > SubTool > Duplicate, then try your split. You can always revert or use the duplicate for alternate variations.
  • Use Group Split as a “batch extractor”: Block broad regions (armor, straps, fasteners) as Polygroups first, then one click to generate neatly named SubTools.
  • Post-split housekeeping: Immediately rename SubTools, assign readable icons/colors, and set pivots (Gizmo > Reset or Set Pivot) for precise transforms.
  • Preserve detail: Splitting retains subdivision levels, Polypaint, and UVs. If you plan to remesh a part, duplicate it first and Project All after ZRemesher.
  • Optimize file size: After heavy splitting, consider Decimation Master for external previews or Delete Lower/Higher where safe. Clear Undo History to keep projects lean.

Common scenarios:

  • Hard-surface plates: Mask each plate, Split Masked Points, polish edges (Polish by Features), then crease/selectively ZRemesh per plate.
  • Clothing layers: Extract base cloth, sculpt folds, then split pockets, straps, and trims via Group Split for independent material/texture control.
  • Scan cleanup: Use Split to Parts to separate disconnected shells from photogrammetry and manage them individually.

Pro guidance:

  • Mirror-aware edits: If you split a symmetrical model, use Mirror And Weld per new SubTool to restore symmetry where needed.
  • Pipeline consistency: After splitting, align naming to your DCC/engine spec and use FBX Export with groups. Multi Map Exporter can batch maps per SubTool.
  • Quick varianting: Duplicate a SubTool, hide variations with masks, Split Hidden, and iterate design branches without cluttering one mesh.

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