Testing my new normals process for Spike's face shading. Very WIP. My new process involves baking the custom/edited normals to an object space map. This means no need for "controller" meshes, moving vertices doesn't break the shading, and you have extra control for fine-tuning.

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UGC Concept Half up with pigtails

I don't even know how I kept this under the vert limit😳

Triangles: 2,348
Vertices: 1,194

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its important to not zremesh any parts as youre working. As a result, once the parts are finished, you can easily reattach them all by merging vertices in maya for example, creating one solid piece in the end that you can extrude for thiccness.

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Thanks for the reply😭

I looked at your other replies and you are merging the vertices.
But in my model, when I try to merge vertices, the edges and the vertices are separated like this... I don't really know how to solve this👴

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Working on more low-poly animals. I'm getting better at vertex paint in blender, but it's still challenging with the small number of vertices that I'm working with. Still, it makes a good base to use later to create a more precise UV texture

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randomly deleting vertices finally paid off

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Stereographic projection of circles by .

Consider the 8 vertices of the as points on the unit then make (spherical) centered on those points with radii chosen so that the circles are just tangent.

More➡️https://t.co/NjifiSyj0Y


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Done! 256 triangles, 206 vertices.

Lots of trading texture detail and use of alpha to make up for limited geometry detail.

Would have looked better if the design was simpler, but still, happy how this complex design turned out.


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TiredFabMomHair

"Tired...You must look this gorgeous and fab."
Vertices:1200
Triangles:1204
Faces:921

Pls retweet,like and follow

comment ur thoughts on the hair and what hair i should make? or even accesories

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Mom Hair

"Tired...U must look this fabulous"

Vertices: 2202
Triangles: 2580



More color varieties soon

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Pink GFP rendered using Blender 2.8
I still don't know how to make the vertices look smoother, but I'll get there 😉😂

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So it looks like the changing highlight on the bottom of the wall and on the bridge is a dynamic light that changes its intensity, and the shadowed parts are static painted vertices. It's a very useful technique for lofi3d

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The second model I ever made, still not completely done though I started it back in August lol. Comparing vertices count makes me nervous about optimization but with today's processing I don't think I'll have to worry

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The Geometry of Tindalos. ⚠️

"Plaster the room's vertices and corners after indulging with the medicine. Make sure the angles are exactly 90 degrees."

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Meshes are difficult to get right, especially when placing vertices and setting weights. Check out the tips in this blog post to create better meshes.

https://t.co/39YXzX8L9v


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It can now handle extrusion and concave faces 😊.
Faces can use any number of vertices and don't have to be exactly flat (as you can see on the top face here, made of 6 vertices) 2/?

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I decided to make some Character portraits for the GUI. As you can see in the second picture, I drew these with vertices so that the artwork itself is HD, no matter what resolution it is viewed at!

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Tesseract vertex | vertices?

That would be a key of Metatron.

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Behold! I have (sorta)recreated, a classic Ninjago foot! :D

You can compare the differences to the Mechafig version, which is heavily referenced. Basically, it's slightly narrower and has no holes. And less vertices.

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