WIP: generative animations based on geometry recursive subdivision algorithms. It emerged some kind of platform game.🕹️

https://t.co/F0uqOghVQG

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Starting a new comic about a spooky subdivision 😈

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WIP: generative animations based on geometry recursive subdivision algorithms. Exploring overlapping in front view.🧐

https://t.co/5bHv0hK8xm

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WIP: Working on generative animations based on geometry recursive subdivision algorithms. Exploring circular grids 🔄 in this one.

https://t.co/JaJDupzt1V

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(2/5)高画質版~ついでAO+ワイヤーフレーム

映像・プリレンダリング用に制作したので負荷を気にせず制作できたのが楽しかったです!
bevel・subdivision surfaces・outline含めなければ主要ポリゴンは△151,000。含めたら△5,000,000行きました。ひえっ…

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Tundra
Experimental works. Based off of rectangular subdivision

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modeling! subdividing a cube, this is somehow how it started ( made tons of iterations to this with subdivision and shaping things up ) I also use a lot of proportional editing

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It's HELIODRA! While difficult to contain, the heat from the mini-fusions that keep them alive can be used to power entire subdivisions.

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18. Applying Subdivision to posed, rigged models is uh.. An adventure at times, which forces you to be creative.

Noodle fingers are very common side occurence, so hacking of parts of the model and only applying the modifier and nothing else is my go to options to avoid it.

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ちゃんと完成をイメージしないで行き当たりばったりだったのでテクスチャに無駄がある上汚いです(今回は全部2D上で描いてます)
このモデルは背面法による輪郭抽出とSubdivisionのモディファイアを使ってますが外すと△14,384

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the girls cant help but show how pretty they are in padding, embarrassed or not! 🍒🥛
(🎨@/subdivisionsart)

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The retopoed mesh is very smooth when the subdivision count is increased. Hence I import it back into Zbrush, project the retopoed mesh subdivided to ~50k vertices on the original mesh. Then I fix some details by hand. Retopo (left), Retopo + project (right), at 800k verts. https://t.co/Ko1flOkALy

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This is 's ghost model I remade. I made this from scratch with a sphere (Subdivision and following the topology technique for limbs) and made the facials material blendshapes based (5 facials). A test rig for custom animations/physics.

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got some good feedback from some peeps about CGI poly density so I pumped the gobbo up one subdivision and am gonna use this as the base resolution and do another pass to bring some forms to a better sharpness now that I can. Also I added actual feet instead of mushy bricks

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Courtesy of Majid, is done using exported as .dae (Collada file format) to and in . Some tweaks in PS. Fun job...
https://t.co/dXt49cOkmu

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If you need to exaggerate the silhouette of a mesh, consider applying simple subdivision and a cast modifier. You can control the cast effect using an empty. Apply the decimate modifier (set to planar) after the cast to counteract the simple subdivision.

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‼️Speed Skullpt‼️

Skulls are my go-to when testing out new techniques and pipelines. just posted an awesome guide to using Freeze SubDivision Levels in ZBrush so I wanted to give it a shot hands-on! :>

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