So i recently finished retopologizing this model and knew that i was going to project some of the detail back onto the sculpted highpoly and bake some of the more very small details onto this subdivided low poly, the high poly itself is made up of multiple subtools but i wanted to make it the low poly one object so that…
Also, did you have bad surprises with two-handed weapons? I could parent constrain the main hand to the prop, but couldn't constrain the prop to lead the other Ik following hand.
Link the gun to the hand and set the hand to FK. Linking the hand back onto the rig will probably break it. Plus there's no need as FK will bring the arm along when you animate the hips/pelvis.
First attempt at doing some hand painted work. I'm super new to all of this for what it's worth I'm happy with how it's turned out but I'm not satisfied with it. What do you guys think? Also when doing hand painted models do you guys like to sculpt on the base mesh in Zbrush and bake normals/AO on it then do the hand…
So I was rigging up a model with the skin modifier and when I went to mirror everything, I noticed that the hands were red (like the bones in the middle) rather than blue and green. So now if I mirror it, it assigns both hand's vertex weights to one hand. Anyway I can just make those bones green and blue again so I don't…