“All the vertices of a polygonal line ABCDE lie on a circumference, and the angles at the vertices B, C, and D are each 45°. Prove that the area of the blue part of the circle is equal to the area of the yellow part. Source: https://t.co/cs5i0ZHaSG

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Got QUALIFIED for the Best Girl Stream so now I'm trying to rig my very special boy. I've never put down vertices manually so this is gonna be good(?) (Also currently chilling with who will maybe fall asleep soon) https://t.co/Qh3FZvfLGn

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I have a Java application I wrote that edits 2D geometry, vertices/edges/polygons, and recently added an equilateral tile option I call polytiles. Not much UI for new code, but I can do a lot with it pretty quick, like removing vertices/edges here.

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The first thing I did was make one finger.
I copied it and lined it up, adjusting the size and angle.
Place one cube to make the palm of the hand.
Divide the polygons in that cube, making sure to connect them to the vertices of the fingers.
Connect the fingers.

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▪️⬛️„D r o w n”⬛️▪️
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Commission for mother.vertices ! Like how this turned out.
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Yes, after you remove that section from the o you need to add a bit more wheight on the vertices, but that's a small adjustment. The logo also varies slighly from game to game, as it was recreated with an airbrush for each cover. I used the Sonic 2 version as the reference.

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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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Fun fact: My 2008 Luigi 64 model was inspired by this promo art render for New Super Mario Bros.

It was done by programmatically morphing existing vertices from the existing Mario geometry, and it wasn't easy to tweak proportions. Eventually I settled on "good enough!". 😀 https://t.co/0lRgiacqtL

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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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Took a while to manually clean up all the vertices and make all the faces but hey, 256 tris

gonna make it look like one of those super FX letters like the pause screen in Yoshi's Island

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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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