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๐Ÿงต Untitled Thread

Anonymous No. 884640

Are people who recommend to use Auto Normalize when weight painting just fucking trolls? Jolly gee I sure do love seeing bones I had just finished weight painting being modified and getting fucked without me asking to. Fucking cocksuckers I swear, as if weight painting by itself wasn't agony enough you got these fucking clowns recommending you stupid shit to screw you over

Anonymous No. 884642

I don't get why that is riling you up so hard.
They usually recommend that shit to people who basically do no manual weight-painting at all. Basically aimed the donut crowd. Or they mean normalizing before the manual part starts.
Go outside, take a deep breath and go for a refreshing walk.

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Anonymous No. 884645

>>884642
Dude I've been at this shit for hours and the weight painting still sucks absolute fucking dick. Going outside is right: to go fucking hang myself Jesus fucking Christ I like everything about 3D modeling even more tedious stuff like retopology but weight painting is just pure fucking unadulterated gangrenous putrifying rancid rotten dingleberry infested rectal terminal cancer
Somebody please fucking help me I'm gonna fucking go insane fuck fuck fuck fuck fuck fuck fuck FUCK FUCK FUCK FUCK FUUUUUUUUUCK FUUUUUUUUUUUUUUUUUUUUUUUUUUUCK
FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUCKKKKKKKKKKKKKK

Anonymous No. 884665

>>884645
But why? Did you start out with way too high mesh resolution?
Usually you start out low and gradually go up with the difficulty (mesh resolution+attachments). You kinda remind me of my time when I dove into this head over by going to weightpainting STRAIGHT AFTER SCULPTING with messy mesh and all. I kinda felt just like you do back then.

Anonymous No. 884666

>>884640
if its not weighted to anything youre much more fucked

Anonymous No. 884667

If you're working with models made for subdivision and thus your mesh isn't too dense and is covered in neat unbroken edgeloops you could do what I do and simply select a loop in vertex mode, type in the weights manually, normalize to make sure I divided the numbers right (if they change I undo and redo the math in my head) and copy the weights you manually assigned to the vertex to the entire loop. I do this because I have this horrible condition where non-neat numbers really bother me. Even if no one will ever see them. It's slow but I can't do it any other way. There's also the added bonus of making sure I have no more than four vertex groups per vertex even after subdivision since I mostly make stuff for realtime and you're usually limited to 4 vertex groups there. But this is only viable for not very dense meshes for obvious reasons. If you have very, very dense geometry you might wanna try envelopes instead. For middle ground density weight painting with a brush is still probably your best bet though.

Anonymous No. 884711

don't forget that there's also already a neuralmeme automatic weightpainting plugin for blender that works really well

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Anonymous No. 885621

>>884711
desire to know more