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Anonymous /v/713049756#713096803
6/19/2025, 6:34:12 PM
>>713094750
Sure!
>come up with an idea for a new armor set and start with the main chest piece.
>load up an ai image generator via a website and ask it generate a front and side profile picture of an armor chestpiece. Most will let you change, remove, reference the previous image.
>once happy with image, use the front and side profile in ai model generator. This way there is barely, but still one, a chance it will output more than just the image. I usually ask the image generator for a side shot but sometimes it gives it to you. This is not 100% needed but helps.
>resize the model or make it lower poly prior to exporting so its not 200k verticies unless you want that.
>check the model to make sure it doesn't have weird parts, weird stretching, or missing aspects of what you wanted in the reference image or gaps and holes.
>import the piece in blender, rig it to an armature you have or make a new one. Usually I also use my character model to fill in the gaps of the other body parts. I use the default ue5 one I exported.
>in sculpt mode and pose mode use it to match the skeleton binded to the character mesh which is posed in a tpose or a pose or however you want it. Then I apply the transformations and rest pose and bind it to the character skeleton.
>once binded to the armature, weight paint inspect each vertex to ensure neck bones aren't pulling the wasit up for some reason. I have to do this twice, once on rig a and once on rig b.
I'd say thats most of how I do it but there is more blood and sweat cleaning up the models and editing them to match other meshes. The real trick is scale and referencing the same images for your whole game equipment parts so its more seamless. Its also best to get models that are very hollow on the inside.
Here is an example of a few older sets i made using just prompts and ill post one of gauntlets i made using this current method.