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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Some Promethean experimenting in Source 2 - new Hammer's mesh editing/importing/real time lighting/everything tools are brilliant (question is how am I gonna sew up the other half of that decompiled Soldier head? all those uneven vertices....)

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I'm trying to triangulate the craziest surfaces (what you see here is only one random weird face with 30 vertices)! I still have some issues, but it works in most cases for the moment.
14/?

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Does the face have to be a quad? I would much rather have a triangle to avoid having to do a triangulation later. Also for already encoding doubled vertices efficiently in index buffer.

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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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Here's a pic on my phone. As long as I use shades of gray to shade the vertices and rely on the post processing color math for that extra oomph, I should be ok

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Tesseract vertex | vertices?

That would be a key of Metatron.

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Well here's my hair, it was a practice for UGC numbers but sadly it has 2.2k vertices (UGC's limit is 1.2k) and I don't know how to get rid of soo many of them

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Sometimes when you bind, some vertices move slightly, making small spikes. Happens more on higher density meshes. Happens a lot if you have a subsurf modifier before the Surface Deform. I believe its a known issue that you can find in the bug tracker.

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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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The mesh transformation in CSP works similar to its equivalent in Photoshop and is useful in helping you conform textures to your desired shape.

I think it might be a little more powerful too letting you define more vertices in your mesh.

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なんか、fromBufferGeometryでbufferGeometryをGeometryにコンバートしてmergeVertices()したらできました!ここまで勘なのでなんでそうなるのかはよくわかりません!!(だめなやつ)

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