This is a theory math but in the CAD and other application this is composed by few surfaces like these, this is a try of your object in Nurbs and opened in FreeCAD and exported for Blender that looks nice and is composed by the same surfaces, you can use subdivisions surfaces

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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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Still trying to get the hang of all that Zbrush Core has to offer sculping wise. And since I needed a subject I decided to go with the X Antibody version of Guilmon for this.

Even went so far as to see how painting with subdivisions work. Came out pretty good imo

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tried subdivision surface for shits and giggles and for once it doesn't look like inherent ass?

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tentei modelar sem usar subdivision

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im still new to this, it will have been a full year in a week or so but generally speaking i make the shape with subdivision and mirrors, and then remove any edge loop that doesnt add to the shape, and create extra edge loops around areas that bend, still an amateur

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I don't like using the Subdivision Surface modifier for modeling but I do use it to check for those tiny black spots like below her bottom lip. Those are two vertices not meeting and are usually unseen unless using the SubSurface

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hiding the subdivision surface modifier in blender is just like hiding your lineart layer in photoshop except 50% scarier

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the smallest subdivision of a bigger slime girl. also a main pilot of cosmikaizer 😋

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