Tag Archives: VR

Good Deformation!

By | September 26, 2016

I’m pleased with this, especially since its such an extreme pose. Once I recognized the complete lack of philosophy governing the Paint Weights tool, it went much smoother. Here’s how to use Paint Weights: Make sure you have Paint Blend Weights selected and strength dialed up to 1 Select a bone, paint over some verticies… Read More »

Paint Weights. Progress.

By | September 24, 2016

After about two hours of tutorials and hours and hours of messing around I’ve made some progress. Paint Weights: Are not the visual equivalent of “Weight Tool” Colors don’t demark weights (ie, a vert in the yellow and a vert in the red can/do share the same weight values)?! Are garbage. Regardless, I’ve made them… Read More »

Paint weights.

By | September 22, 2016

They don’t work for me. A Note from Admin: I hope you found this content useful. If so, please like and subscribe and consider contributing to so that I can continue to produce great #gamedev and #game art content while battling cancer! Subscribe and get ahead with the latest tech recommendations, tricks, and tutorials! Name… Read More »

Rex rigging.

By | September 21, 2016

Corrected the Rex’s overbite (note to self: do everything right the first time next time). Working on rigging. It’s not going great. A Note from Admin: I hope you found this content useful. If so, please like and subscribe and consider contributing to so that I can continue to produce great #gamedev and #game art… Read More »

Rex, new old color scheme, alpha planes.

By | September 20, 2016

Still experimenting with alpha planes. Haven’t gotten it right yet. This is the only angle they look good from. 🙁   A Note from Admin: I hope you found this content useful. If so, please like and subscribe and consider contributing to so that I can continue to produce great #gamedev and #game art content… Read More »

Fixed Uvs.

By | September 19, 2016

Fixed Uvs. Can you spot the difference? Maybe now I can start moving forward instead of just redoing work. A Note from Admin: I hope you found this content useful. If so, please like and subscribe and consider contributing to so that I can continue to produce great #gamedev and #game art content while battling… Read More »

Lips fixed. New lowpoly.

By | September 18, 2016

Looks better but is it 24+ man hrs. of better? Polycount is about 1/4 of what it was. Picture captured inside Unity at magic hour. This week: head feathers and rigging and rendering. ION: working on updating the No-Code tutorials, so if you’re looking for that sort of stuff, should be soon. A Note from… Read More »