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Need a bit of help modeling (yes, I tried the SFM community. That got a few “need more info” responses and then died quickly). I’m trying to make 3D flaskhead LH and on the left in Blender it looks fine enough to start checking the bones. On the right, for Half Life Model Viewer, it broke at some point and now ratios are messed up and the mesh is all spiky and things bent the wrong way.
 
To quote myself in case someone asks how I got this far again:  
“I fitted the head by segmenting and stretching the neck mesh then a lot of push/pulling/smoothing/sculpting/symmetry and then in edit mode moved the bones to appropriate places. The hair is a mess of adding/subtracting vertices and curling/smoothing/sculpting. I might’ve used bone position to bend ears and horn (easiest way to do that as far as I can tell, though they don’t move changing modes so maybe I fixed it some other way) and since the horn and flask are custom I attached them to the main armature so they move with the appropriate bones (I can probably do it again, but I’m not even sure how I did that other than messing with parents and bone tab…). Things like the mouth, cheeks, eyebrows, and hair I just stuck bones in about the right place and was going to see how wrong I was in SFM before hitting my head in the keyboard and buckling down to figure them out.”
 
I’m still newish to customizing bones (I tried, they stuck to bits that were far from them and bent wrong) and there’s a lot of numbers in QC files I don’t really know what they do. I’d like some advice before I have to learn both and need neither because I derped someplace else.

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