[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/3/ - 3DCG

Name
Options
Comment
Verification
4chan Pass users can bypass this verification. [Learn More] [Login]
File
  • Please read the Rules and FAQ before posting.

08/21/20New boards added: /vrpg/, /vmg/, /vst/ and /vm/
05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
[Hide] [Show All]


[Advertise on 4chan]


File: eee.jpg (29 KB, 680x513)
29 KB
29 KB JPG
Asymmetry = Soul

just turn it off. Unleash yourself. Be free
Be free
>>
It's been almost a decade. The delegates, Dahnald. Hand them over.
>>
>>978213
>have to weight paint and texture paint twice because you can't use symmetry
How do I get around this?
>>
>>981969
work symmetry then move things slightly when done like the pros
>>
>>981969
Well first you have to make sure your UV's are mirrored instead of gimping yourself by making them asymmetrical.
Then you overlay them on top of each other and copy the weights from the other side using the nearest UV neighbor option.
If you use Blender, the Mesh Data Transfer plugin can do that for you.
>>
>>981969
For rigging you have a symmetric proxy mesh that you transfer skin-weights to proximal verts on the assymetric model. Much the same way you'd skin wrap/bind weights for outfits.



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.