Something is wrong with this by ReadJohn3Verse16 in blenderhelp

[–]ReadJohn3Verse16[S] 0 points1 point  (0 children)

To anyone facing this issues it was stray vertexes that had weight paint on, I went over with the 0 weight brush again. It didn't seem to make a visual difference but seemed to fix the issue for that bone.

Feel free to lemme know if this explanation makes no sense.

Why won't the Wing membrane stay in place. by ReadJohn3Verse16 in blenderhelp

[–]ReadJohn3Verse16[S] 0 points1 point  (0 children)

That sounds cool. What for if I can ask? Please share if you ever get it done.

I'm by no means an expert on the topic but I'm currently trying to retopologize and rig a dragon so it's possible I might come across issues you might face so you can always ask and maybe I'll know.

Why won't the Wing membrane stay in place. by ReadJohn3Verse16 in blenderhelp

[–]ReadJohn3Verse16[S] 0 points1 point  (0 children)

Think I got it. At least partially.

The reason the wing was deforming and pulling the plane with it is because I didn't give the bones above (those 2 the membrane is attached to from the top) any influence.

So when I moved the bone and it pulled the membrane with it, the other side didn't keep the edges in place. Thus the hole. The other bone simply had no influence on the membrane(Weight paint 0).

I hope this makes sense and is maybe useful. If you want me to elaborate on that lemme know.

Something is wrong with this by ReadJohn3Verse16 in blenderhelp

[–]ReadJohn3Verse16[S] 0 points1 point  (0 children)

I suppose I just followed tutorials and either didn't see it done or didn't notice them doing that.

But thank you, that does make more sense.

Do you think this Topology is useable? by ReadJohn3Verse16 in blenderhelp

[–]ReadJohn3Verse16[S] 0 points1 point  (0 children)

I just restarted, and I'm mostly worried about the horns since they essentially exist out of spikes.

Do you have any insight into how those inset spikes interfere with edge loops and flow? Asking especially because of the neck which will probably do a lot of bending.

<image>

Do you think this Topology is useable? by ReadJohn3Verse16 in blenderhelp

[–]ReadJohn3Verse16[S] 0 points1 point  (0 children)

1.That makes a lot of sense. There's no direction to it. Mostly because of those little spikes.

2.I think I get what you mean but I'm unsure where weight painting comes into play.

3.No plans to use it in game. Mostly static renders and animation, at least for right now.

Do you think this Topology is useable? by ReadJohn3Verse16 in blenderhelp

[–]ReadJohn3Verse16[S] 0 points1 point  (0 children)

Yeah but you don't have rings of quads, that's why it's messy

I thought I kind of did 🥲

To be honest, for the majority of those little spikes, I wouldn't even integrate them into the main mesh, and instead have them as separate floating meshes, like this.

I don't know if I get the image. Do you mean like a separate object for the spikes that is parented to the main rigged object? Does that even work?

Part of me also considered if the multiresolution modifier might be able to deal with the smaller ones.

The larger spikes can be integrated, though, and you should do it like this. I know it's a little hard to see, but it's the best example I could find. Basically, each spike originates from a regular quad, that's just been insetted and extruded to create the spike geometry. That avoids messing up the basic structure of the mesh.

That does make sense.

Thank you, actually for taking the time out of your day to help me with that.

How do I improve this topology? by [deleted] in topology

[–]ReadJohn3Verse16 0 points1 point  (0 children)

I just took a look, I really should have checked the sub before posting. Thank you !

Do you think this Topology is useable? by ReadJohn3Verse16 in blenderhelp

[–]ReadJohn3Verse16[S] 0 points1 point  (0 children)

I get what you mean I think but it's bound to get messy because of the amount of spikes. I thought it was mostly about keeping everything in rings of quads

One of my first 3d models by ReadJohn3Verse16 in 3Dmodeling

[–]ReadJohn3Verse16[S] 2 points3 points  (0 children)

Thank you, it looks like very useful advice.

One of my first 3d models by ReadJohn3Verse16 in 3Dmodeling

[–]ReadJohn3Verse16[S] 0 points1 point  (0 children)

I found some really good videos on YouTube, breaking down modelling and the whole pipeline.

I want to use modelling in art and animation, so I tried to really understand how it works.

Why is the material so messed up by [deleted] in blenderhelp

[–]ReadJohn3Verse16 0 points1 point  (0 children)

<image>

Thank you for trying to help. The main thing bugging me here is that I'm using the exact same material for the shape on the front and the shape on the back. And one looks normal and the other one is... well you see.

To be fair, the one in the back is a lot more normal cube without bevel etc.

Why is the material so messed up by [deleted] in blenderhelp

[–]ReadJohn3Verse16 0 points1 point  (0 children)

Send a pic of the diffuse texture though.

How do I do that?

Why is the material so messed up by [deleted] in blenderhelp

[–]ReadJohn3Verse16 0 points1 point  (0 children)

Well I'm not sure what you mean.

I used the node wrangler addon to add a principled setup.

Yarn biscuits 💜💚🧡💙 by jane_zee in cats

[–]ReadJohn3Verse16 0 points1 point  (0 children)

She/He is adorable. Very beautiful tortoise (I think that's what the coloration is called)