Ambient occlusion in seconds. Bake game-ready ambient occlusion in seconds without UV unwrapping or agonizingly slow Cycles bakes. Works out-of-the-box on most meshes without any tweaks, and produces bakes far faster than Cycles. https://t.co/EZYOxbvIET

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the team working hardddd

(yes the bacon lady is me, I use an alt for meshes if anyone is wondering)

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Help. My meshes found their way into Blender somehow (or maybe somehow spontaneously were created there) and I still have no idea what I'm doing.

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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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people be making meshes of skirts, hair, etc and im over here ma- WANT A SPRITE CRANBERRY

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i want you to know that this Good Boye started out like this

Its safe to say i have no idea how to start out base meshes but i get where i want anyway 🤷‍♀️

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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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Look, I promise, I'm going somewhere with this mechanic. I'm DEFINITELY NOT goofing off with procedural meshes again.

You see, this is going to be used for the teleporter hub between levels! I can scale it to be as big as I need it to be

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step 1: create the cloth sim meshes
step 2: create empties to follow the cloth sim
step 3: set up the armature and constraints
step 4: admire your boy

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old WIP test renderings (2013). my second ZBrush bust ever, sculpted from a sphere, polypainted textures, hand-drawn wrinkles & dermal-details inside ZBrush. hair, eyelashes, beard & eyebrows fibermeshes (first time).

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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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Includes 22 the most basic character meshes set and rigged for Blender to help increase your productivity! A good base mesh allows you to save time with good proportions, clean topology and clean paint weight. https://t.co/DV3FGtipAR

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Complex data files made simple. Meshes and materials managed. All by Optim. Check us out today at Autodesk 2019. We’re at HP booth, AE100.

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