How to Extract a Mesh from a Mask in Blender
Extracting a mesh from a mask in Blender is a fundamental sculpting workflow used to quickly create clothing, armor, hair, or secondary mesh details directly from an existing base model. By painting a mask on your object in Sculpt Mode, you can instantly generate a new, separate 3D object that perfectly conforms to the shape of the underlying surface. This article covers the step-by-step process of creating a mask, extracting it into a new mesh object, and configuring its extraction settings.
Step 1: Create a Mask on Your Base Mesh
- Select your object in Object Mode and switch to Sculpt
Mode using the mode dropdown menu in the top-left corner (or
press
Ctrl + Tab). - Select the Mask brush from the toolbar on the left
(shortcut:
M). - Paint over the area on your mesh where you want to create the new
geometry.
- Tip: Hold
Ctrlwhile painting to erase parts of the mask, or pressAto bring up the mask radial menu for options like clearing or inverting the mask.
- Tip: Hold
Step 2: Extract the Mask
- With the mask painted, locate the Mask menu in the top header of the 3D Viewport.
- Click on Mask and select Extract Face Mask (or Mask Extract depending on your Blender version).
- Blender will instantly generate a new object based on the masked region.
Step 3: Adjust Extraction Settings
Immediately after extracting, expand the Extract Face Mask operator box located in the bottom-left corner of the viewport to customize the results:
- Thickness: Controls how deep or extruding the new
mesh is. Set this to
0if you want a flat, single-sided surface, or increase it to add instant volume. - Offset: Determines whether the extraction expands outward, inward, or remains centered on the surface.
- Smooth Iterations: Increases boundary smoothness to remove jagged edges along the mask borders.
- Project to Surface: Snaps the newly created mesh flush against the original base object.
Step 4: Finalize and Refine
- Switch back to Object Mode
(
Ctrl + Tab). - Select the newly generated object in the Outliner.
- Apply modifiers like Solidify (if you need adjustable thickness later) or Subdivision Surface to clean up topology.
- Switch back to Sculpt Mode on the new object to refine its shape using brushes like Smooth, Grab, or Inflate.