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I should prob figure out prices for potential 3D model commissions
I'd prob mainly do "chibi figures" as full riggable models are so much harder
also with the posable ones i tend to give my model way too many vertices making it had to use in other programs
//enough self advertisement...KINDA
-throws art at you-
I think I am improving a this new commission style //// Simple color shading -adverticesagain-
Ortho offers a simple and interactive way to define a plane that fits a selection of vertices in a mesh and offers a set of tools that operate with respect to this reference plane. https://t.co/87ZYvg2uRf
Ortho offers a simple and interactive way to define a plane that fits a selection of vertices in a mesh and offers a set of tools that operate with respect to this reference plane. https://t.co/ECqTiJ846t
Ortho offers a simple and interactive way to define a plane that fits a selection of vertices in a mesh and offers a set of tools that operate with respect to this reference plane. https://t.co/ECqTiJ846t
@BlankMauser The technic uses 4 Blendshapes (top, bottom, left, right) that are baked into textures. The shader and deform the vertices following the texture values and blend them based on the camera direction/facing.
Vertices on some 4D polytopes correspond to symmetries of 3d polyhedra. You can't ask for more beauty than that: https://t.co/ZaLq4OqvBz
@ProBuilder3D 3 vertices extruded out, then connected together to make full faces
#Geometry Problem 1291 Three #Squares #collinear #Vertices #Midpoint, Congruence #school #math #Euclid
Details: https://t.co/uMyJDMVuaJ
Test of #motiongraphics with Unity3D with @_kzr scripts.
Cubes are synchronised with vertices. #gamedev #indiedev
#Geometry Problem 254 #Triangle #Centroid Vertices #Point #Distances Squares
View on web: https://t.co/BXseset1o6
Introducing the Relax Brush: Even out spaces b/w vertices without changing the original mesh: http://t.co/hU9f2WUQbi