V4w.enko - "PS17-SDL10C23-Square11” "The "PseudoRandom" is generating vertices for the "MetaBall Algorithm" pattern."

https://t.co/wFS6rcdkv9 Edition of 1

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Daily Tip: In this video, we look at various ways to improve your retopologized mesh by smoothing and relaxing the vertices, including a Zbrush-like alternative smoothing algorithm that preserves volume.

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Here's the effect in action

It'd obviously be much better to add some LODs for the distant plants as I still have *all* the vertices at all times, but at least the visuals look nice ✨

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Coruscant Voronoi sphere
* Generate circles on surface of "sphere"
* Generate circles inside sphere
* Voronoi fracture of sphere using equidistant points along the circles
* Chamfer the meshes at all vertices to soften the edges

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rules: add noise to circle vertices, each circle has a distinct noiseSeed, decrease color saturation with decreasing radius

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the rhombicosidodecahedron is an Archimedean solid, one of thirteen convex isogonal nonprismatic solids constructed of two or more types of regular polygon faces. It has 20 regular triangular faces, 30 square faces, 12 regular pentagonal faces, 60 vertices, and 120 edges.

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In this video, we look at various ways to improve your retopologized mesh by smoothing and relaxing the vertices, inclusing a Zbrush-like alternative smoothing algorithm that preserves volume.

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Just finished watching 's latest video and I now must present to you my creation, Konomomi!

She's an aloof, yet gentle and caring soul.

She does not wear any clothes, for her "suit" is her skin.

She is not flat, but she has no curves. Only Vertices.

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im thinking the pogona dudes looking pretty good rn but ive got a lot of vertices i need to clean up

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Work in progress:
I am trying to picture a generalization of the modular group, in which integers are replaced by Gaussian integers. (a + ib). At the vertices on the sphere you get all Gaussian rationals (a+ib)/(c+id).
I hope to be back with more soon.

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Fun fact about the Peel Out
This Model I made is actually a Low Poly Plane just using Subdiv Preview

The way in which I have been able to move the Vertices around was by using this "Lattice", which in Maya is the middle ground between Base and Subdiv Preview

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'DualMesh' is the 2nd. Converts a triangular mesh from Mesh Workbench into its dual i.e. faces are turned into vertices + vice versa. It is fully as well! The macro is available in the thread.
(2/2)
https://t.co/nFrR3vLOzO

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shaping the face was a very satisfying endeavour. actually, it seems really smooth to shape the face n snout first before separating for the mouth. i forget how to separate vertices tho so RIP lol https://t.co/jthWpcRG6K

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the weight painting on this thing is going to be janky anyway i try it i think (i have a version w/o the extra scale vertices and it still bends and warps weirdly) and i prefer how this one looks so WHATEVS

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Making slow progress. Trying to figure out if I have the right amount of plump booty vertices in the correct orientations.

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Five planar points in general position have a unique conic containing them. If the five points are vertices of a regular pentagon, the conic is a circle. Consider keeping four points fixed and letting one wander free. This is a one-dimensional linear system – a pencil of conics.

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please help how do i fill things like this properly with the vertices/edges/faces n all😭 ive been trying forever to figure it out and im so frustrated....

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i halfway restarted bc the other vertices looked too cluttered OTL

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love when the low poly geo's organized well enough that the impression of musculature starts shining through (this back is just ~64 vertices)

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