SelMask - wired behaviour

For some reason, when using SelMask (I only selected the nostril) other parts of the mesh is selected as well (see Screenshot).

Galaxy Tab S7, Nomad 1.90

Your Symmetry is on.
So selmask masks always through the mesh - and if sym is on it mirrors to the other side.
So in front view there is no problem but in side view you have to turn off sym.

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Don’t get you. Mirror is on as I want both nostrils to be masked. This works as expected. Seems like instead of only mirror by world also mirror by viewport is active (do we even have this option?)

I don’t want the additional mask on cheek (see screen shot). Front faces only is on as well.

SelMask goes through the mesh ! Even if only Front vertex only is active - it masks ALL front sides that it gets in the view you are masking.
So when I selmask a part of this example in the back view with front vertex on then it masks all fronsides - but not the backsides.


Use the normal mask or switch off the symmetry and mirror manually and change the view while masking so that you cant pick a wrong front face part of the mesh.

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I got you Holger, but the intended behavior should be different. That’s all I’m complaining…

Toggling front faces only should only select the viewable faces with Selmask, turning it off (front facing vertices only, keeping global mirror x on) should only select the selected vertices on the x-mirrored side, not the one mirrored by view port (that’s how I have it on my Android, Galaxy Tab 7). Not crucial, but it shouldn’t be that way…

Btw: you might noticed my demand (see: link) for a Tutorial. How to reuse textured base mesh (e.g. faces) to level multiresolution and reproject, according to Stephane’s hints…

You have the audience, people watching you…

I think this Selmask thing works similar like boolean (can not respect mask and goes through the mesh) - it may not only be able to respect the visible front vertex side, perhaps because it is not a mesh-touching tool like the Clay Tool, for example.

About the tutorial: I know how it all works with retopology / multires / reproject / high low res etc. but I don’t need it myself - that would be something for @mestela
I think he has even made a video about it.

Ok, I got confused…

All I want to have is a tool to automatically respect my selected symmetry option, but with lasso selected, selecting front faces only, and map it on a shortcut.

I cannot do it currently w/o having selecting others unexpected areas as well (presumingly the mirrored viewport as well)…

Tutorial: you know I’m an android guy :wink: so: no Quadremesher (the great one from Exoside). But for faces/unknown organic geometries. It doesn’t provide satisfying solutions. So why bother…

I know how to work around the missing Quadremesher (still a pain) - but do the rest know?

The Quadremesher is great for hard surface, but:

  • Importing an existing mesh
  • copying+hide the original one (with textures)
  • manipulate, the high poly/copied one until done (no matter what you do)
  • reproject the original, low poly one (some scaling/moving required) to the manipulated, high poly one
  • and finally: reproject + recalculate the normals

Result: a decent, textured model in low poly - but with details of the high poly model (baked normals from the high poly model; we will not get normal manipulation - as Stephane posted), for further usage.
This seems to be unintuitive for most… So we need a tutorial.
Heck: does most even know what multiresolution is for? This workflow can always be used for all shapes, but it is not convenient in NOMAD right now…

And with some little tuning of Nomad this workflow could be massively be improved.
Just telling that no tutorial for such a workflow is out, at least none from a YouTuber with a lot of followers… And maybe we will get some enhancement from Stephane later on…

This is helpful also for iPad users with Quadremesher btw., also all organic meshes and - if decently supported - has several benefits as well (->option for shape shifting via layers, too) !

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Front face isn’t the same thing as visible face.

And from the screenshot, it seems front-face is disabled.
But in this particular example, some parts of the inside of the nostril will be masked as well.

Yepp, I had to learned it. But is it intuitive? …

Don’t get me wrong - it’s just (of course different to box select or others): I would have assumed it only selects the visible mesh…

Can I tune ‘mask select’ or ‘selmask’ to behave like that? I really would want that feature and define another brush/shortcut for this…

Just do not know how to!

Well the software can’t guess what you want to do.


Afaik ZBrush doesn’t even have “front vertex” for lasso/shape masking, it just masks everything.
Brush and Shapes are indeed handled differently.

If you mask an arm or a hand, most of the time you want to mask everything behind it, not just what’s visible.
As for “what’s visible”, it’s not really something doable in real-time for Nomad (or for most softwares, that’s why zbrush has something similar to “front vertex” as well, named “backface masking”).
Shapes aren’t really in real-time though, so it might be a doable, but it’s a bit of a pain.