next char commission...

Cress [WIP], by
Model from Star Ocean Anamnesis, cape texture from Tales of Crestoria version of Cress. Head and hair mesh will be swapped with Crestoria's meshes.

Mod going over Roy.

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Finally fixing the beans, combining meshes, combining armatures, and adding a few blendshapes to hide the fur for the hoodie!

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the framerate on this gif capture sucks but it's like, working?? (don't pay attention to mouth i only have 3 forms done out of 9 and my art meshes need work)

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It's ! I'm Luna, a 3D artist with experience in graphic design looking for any work! I have experience in Blender, Substance, Photoshop, and Unity, creating high-quality rendered art for products and optimized meshes for real-time VR

https://t.co/cX8HIZRsvs

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I have a question for people who use a backface culling shader set up in Cycles and I could really use some help!
I get this issue with models using several meshes for hair (like SE models) and its solved through backface culling which doesn't work properly in cycles

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The hills are really basic grass meshes thrown together quickly. Density distributed closer to the camera to cut down on cost a little (still takes ~5s for a 4k render though, clouds+grass makes it pretty slow lol)
Some grass meshes duplicated to nudge probabilities

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anyone willing to help me with my vtuber issue? ive made a model for myself in live2d, which looks fine in its viewer but when i export it to prprlive, or anything alike, white outlines/ borders appear around the art meshes. i cant figure out the problem

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Welp, Blue boy is in a finished state, just needs his brake pipes and lamps! Thanks to the drawings from , face from ,and the eye mech from TheThomasBuilder. Everything else is done in house within roblox, no decals or meshes required!

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These are some of the new meshes! (via )

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Wip I REALLY WANNA USE SKINNED MESHES FOR THIS

uggh flowy fabric would be so awesome

and ALsO JACKETS

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got this down to 11,000 faces so much better for vrchat gives me more space to add clothes and other extras that I couldn't with previous meshes!

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Blender, and staring at screenshots of A-10 Attack/Cuba, and the Hornet series for a couple months straight. I had a slideshow of screenshots constantly running on a second screen as I worked. Biggest trick I learned was not to be afraid of intersecting meshes and faking insets.

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Congratulations for hitting 100!!! I'm so so in love with your character art, it meshes so so well with your graphic design skills. You deserve it and so much more!
I offer you my guy Lorym if you feel like humanising him, or otherwise maybe Varian? Congrats again dude!!

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I can't really break it down, it's very hacked together; the flakes are a cell fracture + cloth sim (open meshes are a massive pain with cell frac)
There's a shader transition underneath as well to help hide gaps in the fracture

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I finished texturing the Big Brig (try saying that 5 times fast lol)!
Between having SIXTY TWO unique meshes and the convoluted coloring method, it took a while

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In the end I didn’t fully implement Blendshapes. Mundo wanted to show the difference between two states, but the actual transform wasn’t super important to gameplay nor would it be gradual. We already had the existing tech to swap submeshes using gear (which we used).

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Sculpting challenge day 2!

Today I learned:
✦ Joining meshes through DynaMesh
✦ Colour in the eyes
✦ All sculpts look terrible in the beginning 👻

My tip to you, practice and do what makes you happy

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For the record, the combined tri-count for the LOD meshes is ~200, compared to the ~1200 for the normal plane. https://t.co/Psi3V4Iazz

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