i didnt draw her shoes but her shoes are like these with cute white mesh socks

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did a mesh-up of my Dood and my Fren

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Pictured: Scientists and others from the crew investigate a sea creature trapped in the ice.

Mesh-09: Skarkix, Amphidemon of anti-evolution; Hermetic abbreviations (history of the magicians); sacred seal of time; apocalyptic rapture (jagged turbulence). 4::3.

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[Cubic Cherry] New Release@ Melody Sour
{Gaia} glasses
c.m.nt.
unrigged mesh
•6 colors available
texture change hud for metals and hide show for hearts and chains
HD: https://t.co/YbttDj1kmv
taxi: https://t.co/OFWoFrr1Rb

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Day one and two~ My brain didn't mesh well with day two.... I'd imagine how cold I would be in it though....

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Fox model wip (planned to be a skinned mesh :P) , 3k tris

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GM! Saw this awesome mesh up by a few days ago. Looks too cool to not repost.

Or as he put it:

"Pimped my up a bit featuring three of 's favourite projects, , & "

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Another lil wip on the coat!

Got almost all of the base mesh done. Just got the belt greatsword holster, the collar, and some extra trim around the chest/shoulder areas!

I'm still deciding if I'm gonna try to make the metal arm or not, too. Might make an alt version of it!

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ok , here's an edit with the mesh on the side :) I can't believe I forgot it the first time

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Test of the new base mesh's face rig.

Lack of fur notwithstanding, I think it's looking okay but not 100% there yet. Hard to get a smile looking as smooth as a drawing.

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queria criar um tipo de proxy pra deformar um scan usando softbody
fiz uma copia dessa mesh e joguei um quadriflow remesh pra me dar uma malha mais trabalhavel, porem não achei um modificador que me permitisse modificar uma malha com outra malha

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The swirly twisty mesh.
Really liked the flow of this output, just felt it had too much space in between the movement.

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Geometry Nodes つかってみました

選択部の外周エッジの盛り上げに適用しています。
ペラの板ポリをExtrude をかけ、 指定 Edge をカーブ化し、そのカーブに Bevel オブジェクト指定で膨らませて join meshです。Tiltが厄介ですがおおむねいい感じ😊

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3D modelling a space bike for my oc!! Trying out a different way to make things look more consistent: not using primitives and just duplicating and deforming an initial mesh!

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I had an anthro body mesh I sculpted REALLY hard into a new shape and tacked on some other hands from a different model I made a while ago! then I didn't need to do acutak UV packing and texturing stuff since it's all flat colors. this is the texture:

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How it looked before that hair mesh is gone for good

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This week sucks, have a Squid Kid BJD Wip because the only thing I want to do lately is 3D model. Original mesh was by: , which I brutally mutilated to become a posable jointed doll. Will make optional hair pieces if folks want em.

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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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Preview of the new mesh editor UX, still early WIP. But all of the relevant controls have been moved in to specific spots in the viewport.

I first off plan on making the tool area larger and probably vertical (like in Blender)

Options area will get dropdown options

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