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>> No.492381 [View]
File: 67 KB, 685x410, 1427302019394.jpg [View same] [iqdb] [saucenao] [google]
492381

>>492347
Shit looks like verticies are not connected properly where it collapses, or you forgot to weightpaint that shit. also your polycount is way too high for such a simple figure mate, don't smooth things uselessly unless it is for normalmaps/sculpting in the end with the right adjustments.

Tip: In Blender you can use ctrl+p "set parent to" after you select both model and rig and click "with automatic weights", and it uses auto weightpaint based on nearest bone/mesh position, which is fairly helpfull for a basic weightpaint "template", on which you base work on for specific painting.

Also you could go to File -> User Preferances and under addons you search for riggify, check the addon and save the user preferances. Once done you can use Shift+A, go to "armature" and drop a fully featured human rig into the space, which you only need to move around a bit to fit your mesh.

In case you are too lazy to make human template meshes you can also use "MakeHuman" or get some template model from the net. For everything else there are tutorials, these also often mention typical beginner problems like what you have now.

>> No.482410 [View]
File: 67 KB, 685x410, 1427302019394.jpg [View same] [iqdb] [saucenao] [google]
482410

>>482329
Dude, that's really good, but i think you should clean up a bit more so the topology is more like pic related

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