DualConvMesh-Net: Joint Geodesic and Euclidean Convolutions on 3D Meshes. https://t.co/HrspZqxLDq

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Proud of this one, though, experimenting with shadows and lighting for once and I love how it meshes with my cartoony art style

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An End-to-End Geometric Deficiency Elimination Algorithm for 3D Meshes. https://t.co/ugEmsLZlbW

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One of my very first hair meshes, and my very first texture!
It still has 9k tri count, but I'm working on trying to lower it.

Highly inspired by !
Special thanks to for helping me!<3

Likes + Retweets appreciated!<3

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Start > Finish
I wanted to join in! My base meshes are always hot trash and its been fun to see everyone's before and after shots

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I've done the backface-culled outline (manually) before but this time I duplicated the meshes and let the solidify modifier handle it

Remember.. Modifier order matters

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Some more progress. Mostly detailing now. Still not sure if I like the Hip-Jacket-thingy with the pattern on it but for now i'll stick with it.
I also cleaned the face up a lot but am not sure how it meshes with the style

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(3D Art Alert!) Now that Mixer can texture custom meshes, I decided to try it out with Blender and see what I could make! Looked like something out of Skyrim soo... All the software I used was totally free (other than photoshop for the comp). These renders came out of UE4 😁

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spent all this time posing my character only to realize that i actually need to write a blender addon to manage the 300+ physics sim meshes my big brain added

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To clarify, they are not 1:1, just like TMS FE with the P5D Joker model, P5S has slightly touched up P5 models with enhancements to the meshes/textures.

Worth noting however that they all have brand new face models made from scratch, with face textures that're way less detailed.

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The way they animated her is by putting her art onto several flat meshes rigged with bones.
Kinda like a puppet warp in a way

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I'm looking at the League Warrior's cinematic models and I opened up Lux's model and noticed this while I was picking things apart hiding meshes. It's funny because this is the same thing i would do lol.

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testing out a hard style of shading; i notice a lot of artists with lineless styles tend to shade in a 'colored pencil' way and i want to try to emulate that a bit, but my way of drawing bodies is already so hard that it meshes a little weirdly. ill have to make some new brushes.

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NormalMapを色々実験中。右がハイポリ、左がリメッシュモデル(Instant Meshes)フリーのリトポなので所々三角形が混じってしまい、シュレ式最大の特徴の布バンプが上手く貼れない。xNでベイクしてるけど無駄に手間がかかってしまう。Clothシミュのポリ数を落としてベイクなしのほうが良いのかも。#b3d

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Been a while since I posted anything... Still working on updating my character rig for client work, and building new base meshes for rig and animation testing.
Still need to fix her hair and add in eyebrows...

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Recent work from Jacob has been adding meshes to our animations. It gives a whole new look and feel as they creep into 2.5 depth

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It even meshes with the lore of the underworld robbing memories. Klothys picked an empty vessel to remake, and managed to get one with a spark.
Regardless, his character as basically Elspeth's personal Twunky Terminator is a decent enough start for an antagonist.

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If you have 2+ skinned meshes and you want them to have the exact same lighting you can force them to calculate lighting from the same position by dragging the spine(or any bone) into anchor override. This will force both meshes to sample lighting from the same location

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🔥Demon Princess🔥

I can not only make good Meshes for Models. . .

or make good Edits. . .

I can also draw very well!✏️✏️


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More things! I de-topped three of the new meshes (one is still in early wip stage so not pictured) so I could use them with accessory tops of my choice! (or without one in the dress' case)😁

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