I didn't make the zigzag edge for leaves, it just comes from not enough subdivision 😂

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realized there havent been posts here in a while, here's some recently finished arms from the project (all finnish subdivisions, files by loggail)
Finland Proper
South Ostrobothnia
Lappland
Tavastia Proper

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"after-practice photoshoot in fancy subdivision" realness or whatever

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fun fact, this took 32 seconds to render. I have a powerful rig, but I went ahead to optimize times just a tad further.
Subdivision is enabled here since it looks good on stills. 8k hdr background, too.

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Same horn with subdivision 6 instead of 20, more stylized and simple ✨

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Some updates on my long term project of alien scout. Training subd, learning humanoid modeling, sculpting, trying some complex stuff after long time

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I've not 'played' with OpenScad for many months, and I forgot how much fun it can be.
Trying some random-recursive-subdivision for cube 'texturing'.
As usual, vasemode containers FTW!
I will generate a bunch of these and share with Twitter peeps before publishing

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不依賴Subdivision surface大概就是這麼low poly

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So I was explaining how Subdivision Surface works and made a Hoxton Bootleg for demo purposes

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"Some will sell their dreams for small desires
Or lose the race to rats
Get caught in ticking traps
And start to dream of somewhere
To relax their restless flight"
On this week's , we delve into the amazing lyrics of 's
Join us,

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I used the "Subdivision Surface" modifier! As long as you keep almost most everything as rough quads, it does a lot of the work for you! https://t.co/9f7kC2QlZ5

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can anybody give me some tips? i made the hair (red object) on this model and i want to smooth out the edges for the render, but subdivision surfaces just will not work with me here. i've tried edge crease, bevel, inset faces, and just... nothing will work.

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Shofie's apartment is in The Mist, Ward 13, Topmast Subdivision, Room 11, if you want to see for yourself. It's half Zelda fairy fountain, half photography booth but cropped/zoomed pics work just fine for it!

I took these there:

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Que tienen en común Guilty Kiss y Roselia?

Que ambos como subdivisiones de sus franquicias principales han repotenciado estas mismas, le pese a quien le pese.

Ya me dirán edgy por seguir gustándome en pleno 2020 las bandas o grupos con atmosfera gótica (influencia de los 2000)

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So, I've been taking a change in my modeling style lately. Rather making models through subdivision, I'm now making them using ZBrush's new remeshing system. I've experimented it using my Mickey model, so what do you guys think?

Current: Left
New Style: Right

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Still working on the hair, mostly the fringe. The pink lines are creased edges. When you have the subdivision surface modifier on, your work (especially stylised work) loses sharpness and shape -- marking hair edges and tips as creased restores the form.

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Good evening! ☕️

Practicing some 3D modeling before going to bed, this is going to be useful to have for future projects... maybe😄

Anyway it was made only using Subdivision Surface and no sculping, maybe I'll try sculpt some details next time

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I made a fresh start on the remeshing, starting from the torso this time with larger quads and a subdivision/shrinkwrap modifier on top of it. It's still going slow but I'm getting the hang of it.

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Thanks Scottimus!
We try to keep our characters relatively low poly, and then apply a Subdivision modifier.
Ballista has a bit below 9000 Verts.

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