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I was following the tutorial for making a basic rpg character and armor for that character (video for reference: https://www.youtube.com/watch?v=rzau6SFcNOk&t=665s). As I was going through it, I saw that my armor on the model was doing some weird stretching and I thought it might have something to do with weight painting and that helped a little bit but I am still having the stretching issue. Please let me know if you have any ideas to correct this issue.

SEE THE FILE BELOW THE IMAGE FOR THE FILE THAT CONTAINS THE MODEL

enter image description here

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  • $\begingroup$ please share your file: blend-exchange.giantcowfilms.com $\endgroup$ – moonboots Oct 23 '18 at 7:23
  • $\begingroup$ Sorry. I didn't save the original file with the leg armor problem but I ran into a similar situation with armor on the arm and have edited the post accordingly. I have also attached the file with the problem in question. $\endgroup$ – TypeFinalMagic Nov 5 '18 at 4:22
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  • First of all apply the Mirror modifier, otherwise every change you make on a side will be mirrored on the other side.
  • Try to correct the weight painting: Let your armature in Pose mode, in the Properties panel > Data > Skeleton > put it in Rest pose.
  • Switch your coat mesh to Weight Paint mode, select a bone and try to correct its influence with a brush, move and rotate the bone to test the influence. Do the same thing for the body.
  • To give some more precise corrections use the Vertex Groups assignments in the Properties panel > Data > Vertex Groups.
  • If you still see skin through the coat you can either: Use a Mask modifier to mask this part of the skin / delete this part of the skin mesh / use a Mesh Deform modifier as explained in these videos: https://www.youtube.com/watch?v=imhTnlKrTOY or https://www.youtube.com/watch?v=P6s9H8xX7YA
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  • $\begingroup$ I've tried using the weight painting but it doesn't seem to fix the single vertex that's causing the problem then again I am still new to blender so I'm not sure if I am doing it wrong. I'll try to learn and figure out vertex groups and see if that will fix it. I'm curious as to how a few vertices even got to this point and why they are acting the way they are. So frustrating. $\endgroup$ – TypeFinalMagic Nov 14 '18 at 6:01

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