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๐Ÿงต Untitled Thread

Anonymous No. 874658

I'm trying to make an player model for a TPS in Unity. I'm trying to make the character's arm go front and back without it looking weird. I'm not good with weight painting so can you please help?

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Anonymous No. 874659

My model is based off the one from this tutorial, but converted to T-pose. I have a regular A pose version as well.

Anonymous No. 874660

>>874659
I meant this tutorial
https://www.youtube.com/watch?v=aAO4C_8y0w8

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Anonymous No. 874663

All I want is to do a basic holding gun animation

Anonymous No. 874665

You're following a tutorial that teaches bad shoulder topology, simple as that.

Anonymous No. 874666

>>874665
Do you know any good tutorial that would be compatible with my low poly tps idea?

Anonymous No. 874669

>>874666
https://sketchfab.com/3d-models/low-poly-male-base-mesh-7b9411ff0c624321baf4caac014bc0bd

Anonymous No. 874670

>>874669
Thank you. I'll check this out

Anonymous No. 874694

Should I just give up and do separated limbs similar to those PS1 game tutorials?

Anonymous No. 874697

>>874694
give up and separate your life from this world

Anonymous No. 874698

>>874697
God, I wish. But I feel like I might get lucky someday

Anonymous No. 874703

>>874694
You could.
Metal Gear Solid notably has the limbs seperated at the shoulders despite otherwise using rigged mesh.
However, since you don't have the elbows working right either It'd strongly suggest downloading some examples that don't deform like shit and studying those.

Anonymous No. 874711

>>874658
>>874694
>>874663
Topology is important if you care about it looking good. It won't deform properly if you don't give it the proper edgeloops. Devs went around this limitation by segmenting models.

The easy solution would be to add more edgeloops between joints.

Anonymous No. 874716

>>874658
Achieving good joint deformation thru weightpainting alone is impossible. Rigs that have fully articulated shoulder uses more advanced systems than just a ball joint to pull it off. Multiple extra bones with custom scripts to emulate the pull and slide of muscles and tendons (realtime )or meshdeformers (offline render) are typically used to achieve good deformation.