started using blockbench meshes and made this retro inspired racecar

> https://t.co/XwzdiyrEDS

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✨Come join me! ✨ while we work on a custom VRchat Avatar for !
Making Lo-Poly meshes and doing some Normal Baking!
With a side of Weight PAIN-ting! 😅
Model Base:
Props: Me!
https://t.co/aKysyQgRT6

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Bear with me I'm still relatively new to making meshes for ROBLOX avatar. But Futakuchi's UGC Concept?

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thanks everyone for coming to the stream! i got 2 low poly meshes done and made a good head start on a high poly gordon model!

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seems to work, thanks
I do wish I didn't have to merge it since there's multiple meshes for other Kirby mouth expressions, could be turned into a nice rig

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Knuckles isn't a big fan of heights...😅

Finally got around to using watercolors for the background. Let me know if it meshes well or not.😉

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the ears and tails are set up modularly so you can change the scale of the meshes as you like ^^ there will be documentation to help

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AWESOME character i rly want more chars that play like bridget does in fighting games, setplay and a high mobility keepaway game are rarely mixed together it feels.. plus i enjoy his aesthetic and how it meshes with the rest of guilty gear lmao

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Added triangles and I can now load in basic .obj meshes! Still noisy, will post the next image with explicit light sampling

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commissions open ❤️

currently able to do:
edits (one slot only)
meshes
designs

cashapp or PayPal F&F only
must pay upfront

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Wow! The art by Regina looks really cool. So glad she's a part of Angels of Aether
Here's my favourite angel in my collection. I can't wait to see how Angel Lore meshes with ancient spiritual mythology. https://t.co/kMTmVXA4GE

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Decided to make a build using meshes that made in blender (first time using this style!)

45 minutes of work so far.

likes & rts are appreciated 🍕

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Do you like custom species, animation and meshes, uh,

Here is a work in progress by Zyralynn!

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Here's what the tile boundaries look like, and the source meshes. The only thing saving me from needing an ungodly number of permutations here is that I disallow overhangs.

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Having to mess with rendering in Salt and Sacrifice today, I took a moment to capture some visualizations of the scene composition. Meshes generated on the fly with my XNA -> Unity framework.

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tonight is stream day. I'm hoping i won't be too tired QwQ we'll see in 5 hours how im feeling
.
otherwise, today might be prepping and starting to make meshes for rigging. with some maybe a game or two as a break 💕🌹 time for booba to come alive

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I'm now gonna try something new ima open commissions to make meshes for people at a price of course heres some of my work

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Having some fun with my shader.

I'm a bit disappointed that killed off fuse. I'm now using the old Steam version. Still gives good textured base meshes. :)

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Hm. Perhaps I should've tried the textures first. Oops.
I read that you turn the curves stuff into meshes then add the textures, but wondered if you can apply it while they're still curves, but I'm. Unable to find the "use uv for mapping path curve" setting I see in these guides.

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I'm making this procedural mesh tool that can generate like 90% of the meshes I usually use on my effects. I think I'll call it the Soalercoaster

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