画質 高画質

Bit more geometry on the face, fused fingers and antlers into a single mesh

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this is probably the worst character design for anything ever. "well our protagonist is just an average white guy, what can we do to make him stand out" "i dunno, how about just vomit some geometry on his face & call it a chin" like what the fuck's going on here??

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Day 20 and 21 of The weave is a copy of one I drew years ago that hangs in my classroom. The octagon is one of the windows in our house. Now they are both in my

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? back in my day that was called the impossible game!

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I forgot that I never posted this, but I guess its a good time to finally drop this masterpiece, thank for blessing us with it and Robtop for confirming that it'll be in 2.2

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Who cares about this spider that I made. I just need to tweet something so that can trending.



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no is subdivision geometry converted to regular Nurbs geometry is an IGES format not a mesh

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I remade the Classic Man player model from scratch.

Tweaked boneweights, fixed up clipping issues, and added more convincing stuff (i.e. an actual neck rather than just a void with a hole in the geometry).

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In understanding we have a vision local and one global.
The geometry of our immediate vicinity appears to us (and is) Euclidean, but in the astronomical study of galaxies Euclidean geometry is insufficient, and more sophisticated geometries are needed.

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A postcard - 210618
48h limited time, open edition on

4440 x 3150 PNG | 210618

https://t.co/9I9ZhCnE7p

Available until Sunday 20 June, 12:00.00 UTC

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New WIP.
"Harmonic Hedrons"
I'm enjoying learning new tools to create my fascination with polyhedrons. I have always felt that the geometry I see in my head is not translated to canvas the way I want, now I am finding that the tools allow me that freedom! 😀🎹🔺

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Slightly short on time today, so of course I messed around in Python instead of making tea. I was reminded about Turtle in a recent editing job so here is a grid of 100 stars with a careful amount of randomisation.

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Step 10b: Did a little more optimizing (down to 700 tris) and a rough pose to see how she deforms.

(All of my humanoid models have default geometry skinned to the rig for the sake quick testing newer geometry by copying the skin weights to the new model; saves lots of time :)

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sorry for beeing 2h late
so uhm
happy birthday 😳🎊🎊
and 303 followers 😳😳
[i also wanted to include bday hat but i've screwed something up with geometry so i've removed that]

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Step 4: With only translating vertices/edges/faces able to get a good shape for Samus body and legs.
Step 5: Now add/extrude additional geometry as needed for her feet, shins, and jet back thing

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