Requested by TheLastOne36
Work In Progress
You should edit the uv in blender so the cuirass will take all the UV map. After, you resize the texture to 512* and than you can do a clean reskin.
Thanks. I have never done that before but I took on this leaderhead as a chance to expand my skill in this area.
PS is there a way to add more polygons to ones that are already there? so I can more texture?
BTW, it also looks like his hat(what are they called again?) is part of his hair.
yeah but thats not the problem. The arms get in the way of the cape and I havent been able to get the cape to flow with the arms it passes through them.
For this, you would have to rig the cape to the right elbow, arm and torso bones.
I'll keep messing with it. I had it rigged various ways but nothing came out right. I'll keep trying or I'll change the shape of the cape. The armor retexture came out alright. I took the shiny metal from civ3's joan of arc.
the other stuff I'm going to do is adjust the camera so he's not as up close so the feather and hat are more centered and you see more of the background. This LH has a lot of stuff on it compared to others.
If you want to make a good rigging, open two blender windows. In your first, you have your leader with your cape. In the second, only the vanilla leader. Than, you compare the body(and arms) rigging of the the second and you try to copy it on your first, so you can see wich verticles belong to wich bones.
THanks Roland. Sometimes the problem is that the original has a b_drape vertices and the new model doesn't. I've added vertex groups before and it does nothing.
symbol for the gold parts? that's going to be hard to find. i'll look for one though.