Hello all.
My background is in modeling, sculpting and texturing. I made the full transition to Blender over the course of last year, originally coming from studio jobs relying on Max and Maya. Even though it is not what I spend most of my time on I occasionally need to do some vertex weighting - sometimes as a rough job to prototype an asset in engine, and sometime in order to produce final refined assets.
I’ve had good success in the past doing so in Blender on lower density models where each vert can easily by tweaked individually - that is to say mostly assigning 1.0/.75/50/25 values throughout. I also find the fact that weights are stored as a simple vertex groups list extremely powerful, as it allows me to combine and modify weighted models on the fly without losing any data. Something that 3d artists not using Blender are quite envious of !
However I am running into various issues with brush-based weight painting and I thought I’d start a thread here to ask a few questions in one centralized place. As these are likely common issues and questions this thread could become useful for future reference, for myself and possibly others. I am on 2.76b by the way.
1 - First things first : visual feedback. Is there a way to redefine the color spectrum used in weight paint mode ? I understand the current one : red/hot = full weight, blue/cold = zero. But for some reason this doesn’t seem to work well for me when it comes to identifying values in the medium range. Green is an odd intermediate color, as it is not really “between hot and cold” visually speaking. Now I don’t think I have any color perception issues myself, but I feel like a greyscale spectrum going from black(none) to white(full) would be easier for me to read and work with. Like so :
(of course this is not an argument about which representation is better - to each his/her own. I’d just like to know if changing it is possible)
Thanks ! More questions to come.