Skinning rigged model - Fine adjustments in Weight Painting for twisted skin I made a very basic human body mesh and want to make my very first character animation with it. I rigged the model and when I made the rig the parent of the mesh I chose the option to apply automatic weights. When I move the head and legs in Pose Mode I am pretty happy with which parts of the Mesh are affected. But the arms are a desaster: I modelled them stretched out and when I try to bring them down in Pose Mode there is too much going on in the chest area, when I move the lower part of the arm the area around the "elbow" the "flesh/skin" is twisted; same is true for the hands and wrists. So I tried to adjust weights in Weight Painting Mode around these bones (and also tried to remove Faces from the Vertex Groups) but then I ended up getting this:



The problem I think is that I cannot subtract weight in small amounts, I can choose my brush to be just 10px but it will always be a very huge area (like a whole vertex) be selected while painting. Can that be more fine-tunded somehow? I ended up selecting my Mesh and applying weight from bones again. What can I do to not have twisted "flesh/skin" and to have the right (fine) amount of weight in the chest area influenced by the upper arm bones? This is my blend file.
You can subtract weight in small amounts, but it will still affect a large area, because the weight is per-vertex.

To change how much you add/subtract/etc., change the Strength slider in the left (T) panel.

As for exactly how much weight you need, I can't help you there. (:

(With your particular model, it's so low-poly I might just tweak the weights manually, from the Vertex Weights section in the right (N) panel.)