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This chapter is from the book

This chapter is from the book

FACE PROPOGATION VIA SHELL IN POLY SELECTION CONSTRAINTS

I had to use one tip title that sounded pretty technical, so here you are. This is actually a straightforward but powerful trick that can save a lot of hair roots. Pick a poly object, go into Face Component mode, and pick a face. If you now need to pick all connected faces, this can be a chore because of model complexity and/or overlapping UVs. The hot ticket here is to propagate face, vertex, or UV selection using Edit Polygons, Selection, Selection Constraints. When open, choose Shell Propagation and then select Close and Remember. Now pick a face, vertex, or UV, and every one related to that one will be picked automatically. This also comes in handy when trying to separate and manipulate groups of related UVs in the UV Texture Editor.

Figure 3.24Figure 3.24

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