An experiment with bones and thin structures. Needs a lot of tweaking with weight painting. It’s a good reminder to give animated areas lots of extra geometry. Maybe a single sided object would have worked better? Also an experiment in trying to use node based materials. I hate how clunky the workflow is for rigged models. I wish there was a clean way to switch from posing to weight painting. As it is, you have to go to object mode, click the mesh, go to weight paint, then go back to object mode and click the armature to return to posing. I don’t doubt that the pain is reduced by planning ahead and knowing the workflow but the clunkiness makes learning the workflow painful. I guess the same applies to the animation and shading as well. There is so much to get correct before you can even start. But hey, I still think Blender is awesome. P.S. Bake->Diffuse->Color. That matches 99% with the procedural texture.
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