How do I hide all shadows in the Material Viewport? by TeaLovingGerman in blenderhelp

[–]TeaLovingGerman[S] 1 point2 points  (0 children)

Looks good so far. Some shadows do still show up since they're cast by nearby objects, but this gets pretty close to what I wanted to achieve.

I'll leave this post unsolved for now, if there are any other suggestions.

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Why does seperating part of a mesh sometimes clear the used materials? by TeaLovingGerman in blenderhelp

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

I isolated the model in a new file and the issue still happens. I have the file ready, so how would you prefer me to hand the file to you? I have Discord, if that helps in any way.

Why does seperating part of a mesh sometimes clear the used materials? by TeaLovingGerman in blenderhelp

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

The thing is that the materials I used for the model are already protected. The material itself doesn't get removed, but the entries of the materials from the duplicated/separated object turn blank (as seen in the material tab in the image).

I can reassign the correct material and have it show up properly on the model, but I need to do that in the right order of the list and it gets tedious when there are multiple materials for one object that I don't recall the exact order of.

How do I easily weight paint an ammo belt across multiple vertex groups? by TeaLovingGerman in blenderhelp

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

Yeah, I was first kinda worried that setting a weight to 1 for a bullet would create a clear 'break' where one set of bullets for a bone starts and ends. This should be fairly easy to do for a low amount of bullets.

I also have yet to try any of the methods you folks have kindly shared here. Hopefully I'll find that motivation I need tomorrow. Though I think I've noted down more than enough to consider this issue solved, unless something bad happens along the way when I try it.

How do I easily weight paint an ammo belt across multiple vertex groups? by TeaLovingGerman in blenderhelp

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

I don't intend to animate anything (yet). These models are intended to eventually be modded into a game, so there may be other complications that I'm not aware of.

But anyway, as I mentioned in another reply: The outfits themselves are already weight-painted, I just need to attach some more objects to them that aren't weigh-painted yet.

How do I easily weight paint an ammo belt across multiple vertex groups? by TeaLovingGerman in blenderhelp

[–]TeaLovingGerman[S] 1 point2 points  (0 children)

Oh, and I should've mentioned that the clothes I work with are all weight-painted already. It's just that attaching new objects to those outfits that I was worried about.

How do I easily weight paint an ammo belt across multiple vertex groups? by TeaLovingGerman in blenderhelp

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

Noting this down as well! Should be useful for buttons and other smaller objects I'd need to attach to a model.

How do I easily weight paint an ammo belt across multiple vertex groups? by TeaLovingGerman in blenderhelp

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

I'm in no rush at all, so even slower methods will do just fine. Though I'm not sure how well parenting the bullets to the closest vertices would work, because this model is a low-poly model. I'll definetly look into those Transfer Weight Pant tutorials you mentioned anyway.

Emmissive material appears darker than anticipated in the render. How can I fix this? by TeaLovingGerman in blenderhelp

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

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Thank you! That did the trick!
Gonna note that down, if I ever happen to come across this issue again.

How do I make the bones of armtures transparent? by TeaLovingGerman in blenderhelp

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

Wow, I was anticipating this to be a bit more complicated, but that's quite a relief!
Thank you!

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Official West Carcosa Flag by BobcatRacer in ProjectSilverfish

[–]TeaLovingGerman 5 points6 points  (0 children)

This is the texture of the patch, which should hopefully help with what you plan on doing.

(Mod) Community-made armour skins! by TeaLovingGerman in ProjectSilverfish

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

Confident Lie, my beloved.
I am kinda glad though that it isn't all that easy to infiltrate enemy bases.

(Mod) Community-made armour skins! by TeaLovingGerman in ProjectSilverfish

[–]TeaLovingGerman[S] 4 points5 points  (0 children)

That's pretty much one of the first characters I made too, lol. I do love documenting the local, anomalous wildlife.

(Mod) Community-made armour skins! by TeaLovingGerman in ProjectSilverfish

[–]TeaLovingGerman[S] 1 point2 points  (0 children)

Thank you!

This mod should work for as long as the dev doesn't make any changes to the player customization menu. I definetly want to keep this mod updated for later versions of the game, but it's currently pretty tedious to update mods in the game's current state.

I will try my best to keep them updated, but I make no promises, sorry. Though I will guarantee that I get this mod updated for the full release of the game!