Most people meet masking as a safety feature: paint a dark patch over the face you just finished so a wild Inflate pass can't ruin it. That's real, but it's the smaller half of the job — in every serious sculpting tool, a mask is also the fastest way to make geometry.
What is masking in 3D sculpting?
Masking in 3D sculpting means marking part of a mesh as protected so brushes, filters and transforms skip it. Masked regions darken on the model and strokes slide over them without effect. Masks are per-vertex values, not a hard on/off selection — a half-strength mask lets a stroke land at half strength — and most tools can then turn the masked region into new geometry.
That last clause is the part beginners miss for months. The mask starts as a stencil and ends as a cutting tool: extract a shell from it, slice the model along it, delete what it covers, build armor panels from it, or hold part of a figure still while you rotate the rest into a pose.
The four ways to put a mask down
Every tool offers some mix of these, and they suit different jobs.
Painting it. A mask brush that paints protection instead of displacement. Soft-edged by nature, good for organic boundaries — a hairline, the edge of a muscle group, the area around an eye you want left alone. In ZBrush this is Ctrl-drag on the surface; in Blender it's the Mask brush; in Nomad Sculpt and Re:Form it's a Mask brush in the brush list.
Dragging a shape. Rectangles, circles, lassos and straight lines, drawn in screen space and pushed through the model front to back. This is how you get a clean, deliberate edge — a belt line, a panel seam, a cut across a limb. Blender exposes Box Mask, Lasso Mask and Line Mask from the M menu; Nomad calls the equivalent tool SelMask, with lasso, polygon, line, rectangle and ellipse options; Re:Form has Mask Rect, Mask Circle, Mask Lasso and Mask Line.
The screen-space behavior surprises people the first time: a rectangle you drag over a head masks the back of the head too, because the region extends through the depth of the model. That's usually what you want for a seam. When it isn't, it's the single most common reason a mask "went wrong."
Deriving it from the surface. Automatic masks read the geometry itself. ZBrush's Mask By Cavity "automatically creates a mask based on the cavity geometry of the model," per Maxon's masking reference as of September 2026, which is how you isolate scales without touching the grooves between them; Mask By Smoothness masks by surface curvature, and Mask By Features works from PolyGroup borders, creased edges and open borders. These are a huge time saver on detail passes and almost useless during blocking, when there's no detail to read.
Converting a group or selection. If a tool has named surface groups — ZBrush PolyGroups, Blender Face Sets, Nomad facegroups, Re:Form polygroups — it can usually convert one into a mask with a click. This is the tidy way to work on hard-surface models, where the boundaries are decided once and reused for the rest of the project.
Why does a mask have soft edges?
Because masks store a strength per vertex, not a yes/no flag. A vertex at 50% mask takes a stroke at half power, so the boundary between protected and free geometry can be a gradient instead of a cliff. ZBrush states this directly: an Intensity value of 50 means sculpting actions apply at half strength in masked regions. Blur and Sharpen exist to control exactly that falloff.
This matters more than it sounds. A hard mask edge leaves a visible ridge — you sculpt right up to a wall, and the wall prints, renders and shows up in a matcap as a crisp step that no amount of smoothing removes, because smoothing is masked too. A blurred mask edge blends the worked area into the untouched area on its own.
The reverse is also true, and it's why Sharpen exists. When you're about to cut with a mask — extract a plate, slice a limb, delete a region — a soft edge gives you a vague, wandering hem. Sharpen the mask first and the cut follows a crisp contour.
Rule of thumb: blur before you sculpt, sharpen before you cut.
The filters that do the real work
Painting a mask precisely is slow. Painting it roughly and then fixing it with filters is fast, and every tool ships roughly the same set:
- Invert — swap protected and free. The move you'll use most: mask the thing you care about, invert, then hammer everything else with impunity.
- Clear — remove the mask. Worth learning the shortcut, because a forgotten mask is the classic "why is this brush not working" moment.
- Blur / Sharpen — soften or crisp the boundary, as above.
- Grow / Shrink — expand or contract the masked region along the surface. Paint a rough patch, grow it twice, blur it once, and you have a cleaner result in three seconds than a minute of careful brushwork.
- Contrast — pushes partial values toward fully masked or fully free. Blender's mask filters include this alongside smooth, sharpen, grow and shrink.
One practical note on performance: mask filters historically read the whole mesh back from the graphics card, which made them crawl at high density. That's a solvable engineering problem rather than a law of nature — Re:Form moved its Grow, Shrink, Blur and Sharpen onto the GPU in 0.8.0 Alpha, so a press costs the same few milliseconds at fifty million triangles as at fifty thousand. If your filters stall on a dense mesh in any tool, dropping a subdivision level, filtering there and stepping back up is the standard workaround.
What can a mask do besides protect geometry?
A mask can generate geometry. Every major sculpting tool turns a masked region into something new: ZBrush's SubTool Extract builds cloth and armor from a painted mask, Blender has Mask Extract and Mask Slice, Nomad Sculpt offers Extract, Split and Carve, and Re:Form has Extract, Panel Loops and Delete masked. The mask stops being a stencil and becomes the cut line.
Extract — clothing, armor, straps
The workhorse. Mask the region of a body you want as a separate piece, press Extract, and you get a thickened shell sitting off the surface — a shirt, a pauldron, a collar, a strap. Because it inherits the body's shape, it fits perfectly by construction, which is why this beats modeling clothing from scratch for almost everyone.
Two settings decide whether the result is usable: thickness (how solid the piece is) and hem smoothing (whether the boundary follows a clean contour or steps along triangle edges). Both ZBrush and Re:Form expose these; ZBrush's docs and most workflows recommend a remesh pass on the new piece afterward, and the same advice applies anywhere — see retopology vs remeshing for which one you actually want.
Split, slice and delete — cutting the model
Blender's Mask Slice cuts the model along the masked area into two new objects. Nomad's Split "will extract both the masked AND unmasked regions into new shapes." Re:Form's Delete masked cuts the masked area away along the mask's half-strength contour and leaves the opening uncapped, which a remesh with hole filling can close.
Same underlying idea, three uses: separating a head from a body before detailing, cutting a print into pieces that fit the build plate, or just removing a chunk you never wanted.
Panel Loops — hard surface from a mask
Panel Loops takes the "cut with a mask" idea furthest: instead of lifting one piece off, it divides the whole surface into separate thickened panels with a gap and a bevelled rim between them. It's how sci-fi armor and vehicle hulls get made without box modeling a single edge.
Worth knowing that implementations differ. ZBrush's Panel Loops lives in Tool > Geometry > EdgeLoop and works from PolyGroups, with Thickness, Loops, Bevel profile and a Double mode that gives panels front and back surfaces; you convert your mask to a PolyGroup first. Re:Form's version runs from the mask directly (or from polygroups), and adds a Gap measured along the surface so spacing stays even however roughly the mask was painted.
Posing without a rig
The least-known use, and the one that saves the most time on a single-figure sculpt. Masks gate transform tools as well as brushes: mask everything below the elbow, then rotate — the masked vertices stay put and the arm bends at the boundary. A blurred mask edge gives a soft, believable bend; a sharp one gives a snapped joint. This is the whole posing story for a sculpt that's never going to be animated, and it's covered in more depth in the full-body character workflow.
Masking across the tools
Verified against each tool's own documentation as of September 2026. Re:Form is our tool, so read that column with the appropriate skepticism.
| ZBrush | Blender | Nomad Sculpt | Re:Form | |
|---|---|---|---|---|
| Paint a mask | Ctrl-drag | Mask brush | Mask brush | Mask brush |
| Shape masks | Mask Lasso, Rect, Circle | Box, Lasso, Line Mask | SelMask: lasso, polygon, line, rect, ellipse | Rect, Circle, Lasso, Line |
| Automatic masks | By Cavity, Smoothness, Features | Face Sets, Mask by Color | Facegroups | From polygroups |
| Filters | Blur, Sharpen, Inverse, Clear, Intensity | Smooth, Sharpen, Grow, Shrink, Contrast | Blur, Sharpen, Invert, Clear | Blur, Sharpen, Grow, Shrink, Invert, Clear |
| Make geometry | Extract, Panel Loops (via PolyGroups) | Mask Extract, Mask Slice | Extract, Split, Carve | Extract, Panel Loops, Delete masked |
| Named surface groups | PolyGroups | Face Sets | Facegroups | Polygroups |
The honest summary: ZBrush has the deepest automatic masking, Blender's is solid and free and sits inside a complete pipeline, Nomad's is the best of the tablet options, and all four cover the same core ground. If you learn masking properly in one, you know it everywhere — the vocabulary is nearly identical.
How does masking work in Re:Form?
Re:Form — our tool, and currently v0.8.0 Alpha — puts masking on the Free plan with no gate. A Mask brush paints protection, four shape tools (Rect, Circle, Lasso, Line) mask through the model, and Invert, Clear, Sharpen, Blur, Grow and Shrink run on the graphics card at any density. Extract, Panel Loops and Delete masked turn a mask into geometry.
A few specifics that differ from the tools above:
- Symmetry applies to masking. Symmetry X is on by default and mirrors mask strokes as well as sculpting strokes, so a mask painted on one cheek lands on both. Mask Rect, Circle and Lasso mirror too; Mask Line doesn't, because a side and its mirror would cover the whole model.
- Ctrl unmasks. Holding Ctrl while dragging a mask shape subtracts instead of adding, with a lighter dashed preview so you can see which one will land.
- The mask survives subdivision. A painted mask is carried onto every new vertex when you subdivide, including through the subdivide that follows a remesh — so you can mask at a low level and detail at a high one.
- Mask group lets you click a polygroup on the model to mask exactly that group, which is the hard-surface route into Extract and Panel Loops.
What Re:Form doesn't have: ZBrush's automatic cavity and curvature masks. If your workflow leans on Mask By Cavity for detail passes, that gap is real and we're not going to talk around it. Polygroups by paint color and group-aware brushes are on the list, but "on the list" is not a feature.
Five habits that make masking pay
- Clear the mask when you're done with it. Half the "my brush stopped working" reports in every sculpting community are a forgotten mask. Make clearing reflexive.
- Mask the small thing, then invert. It's almost always faster to paint the eye and invert than to paint the entire rest of the head.
- Blur before sculpting, sharpen before cutting. The single highest-value rule here, worth repeating.
- Use Grow and Shrink instead of careful brushwork. Rough in, then filter. Precision brushing a mask is a beginner tell.
- Mask before you commit to a risky pass. A mask prevents the damage you'd otherwise undo. It pairs naturally with the part-layer approach in sculpt layers explained — protect what's finished, duplicate what's uncertain.
If you want to feel any of this rather than read about it, the fastest test is thirty seconds long: put a sphere on screen, paint a rough mask on one side, press Grow, press Blur, then run an Inflate pass over the whole thing and watch the masked area hold. You can do it in a browser tab on the Free plan — every brush and tool, masking included, up to roughly 12.5 million triangles, OBJ import and export, no watermark on your models and no card. It needs a free sign-in and a desktop browser with WebGPU: current Chrome, Edge and Firefox, plus Safari 26 on macOS Tahoe. Pro ($9.99/month or $99/year, detailed on the pricing page) raises the ceiling to 80 million triangles, adds STL, GLB and FBX, and carries a commercial license. Re:Form is alpha, so expect rough edges; the FAQ is blunt about which ones.
FAQ
Does masking slow down sculpting on a dense mesh?
Painting a mask costs about what a brush stroke costs, so it scales the same way your sculpting does. Mask filters are the expensive part, because they historically read the whole mesh back from the GPU — that's what stalls at twenty-five million vertices and up. Tools that run filters on the graphics card, Re:Form's included since 0.8.0 Alpha, don't have that ceiling.
Can you save a mask and reuse it later?
Not as a mask, in most tools — a mask is usually transient session state. The durable version is named surface groups: ZBrush PolyGroups, Blender Face Sets, Nomad facegroups, Re:Form polygroups, all of which save with the file and convert back into a mask on demand. If you'll want a boundary again tomorrow, convert it to a group today rather than re-painting it.
Should I mask or hide geometry?
Mask when you want brushes to skip a region but still see it in context — faces, adjacent forms, anything you're matching by eye. Hide when the geometry is physically in the way, such as sculpting the inside of a mouth or the back of a shell. Hiding also speeds up a very dense scene, since hidden geometry doesn't draw; masking doesn't, since it all still renders.