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Blender 3D Cookbook

You're reading from   Blender 3D Cookbook Build your very own stunning characters in Blender from scratch

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Product type Paperback
Published in Jul 2015
Publisher
ISBN-13 9781783984886
Length 608 pages
Edition 1st Edition
Tools
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Author (1):
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Enrico Valenza Enrico Valenza
Author Profile Icon Enrico Valenza
Enrico Valenza
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Toc

Table of Contents (16) Chapters Close

Preface 1. Modeling the Character's Base Mesh 2. Sculpting the Character's Base Mesh FREE CHAPTER 3. Polygonal Modeling of the Character's Accessories 4. Re-topology of the High Resolution Sculpted Character's Mesh 5. Unwrapping the Low Resolution Mesh 6. Rigging the Low Resolution Mesh 7. Skinning the Low Resolution Mesh 8. Finalizing the Model 9. Animating the Character 10. Creating the Textures 11. Refining the Textures 12. Creating the Materials in Cycles 13. Creating the Materials in Blender Internal 14. Lighting, Rendering, and a Little Bit of Compositing Index

Editing Weight Groups using the Weight Paint tool


Both the Automatic Weights parenting as well as the Weight Groups created and assigned by hand must, at a certain point, inevitably be edited for several reasons. As we have already seen, the parenting tool didn't do a perfect job, or maybe the transition between different weights is too sharp and must be blurred to smoothly deform the mesh. In any case, the ideal tool for this editing work is the Weight Paint tool.

Getting ready

As usual, let's first prepare the scene to work on:

  1. Open the Gidiosaurus_skinning_01.blend file and hide the 13th scene layer.

  2. Enable the 3rd Armature layer and then deselect the Shapes item.

  3. Press the 3 key on the numpad to go in to Side view; if necessary, press the 5 key on the numpad to go in to Ortho view and the Z key to go in to Wireframe viewport shading mode.

  4. Save the file as Gidiosaurus_skinning_02.blend.

How to do it…

Also, now let's start with the Weight Paint tool itself:

  1. Select the Gidiosaurus mesh and go in...

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