Any Blender Experts can help me out?
I'm trying to get the models of Kirby forgotten land to blender.
so far I was able to fix the Kirby Model's weird polygon look with "Merge vertices by distance"
but now the mouth has this separation in render preview

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I hadn't tried this before, adding widths to edge paths of a partial rhombitrihexagonal tiling (left), and coloring weave pattern (right). Weaving under/over works as long as all vertices have 2 or 4 edges.

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new roblox UGC hair concept 💝
valentine pigtails & ribbons~
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hair: 1,194 vertices
ribbons: 1,164 vertices
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Uh-oh, that's a lot of vertices 😱
Unfortunately, instances currently have to be realized to apply color to them, so for this level of detail, particles seem to be the better choice for now :P

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❤️ Cupid's <3 bow ❤️
–– My first UGC concept, I didn't take into account the maximum amount of triangles nor vertices so RIP :')
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The platforms i'm using already do the stitching for me.
Each node there is a pre-stabilished function, and i connect those building blocks

This deformation happens at shader level, with brighter texture colours driving vertices up (pics)

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Seeing that reddit post about the low poly pigeons (https://t.co/XjtKdQus28) I decided to check just how low poly they where. They have 72 vertices!

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Well, probably my best work, yet. House tiles. Has everything.. Vertices..Edges..Triangles..

Now we just need magic algorithm thingamabobs and we should have unlimited house variations in no time !

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but do not underestimate the subdivision surfaces, because a patch created with the subdivision surfaces has the same shape and characteristics as a patch created with the same number of control vertices nurbs, if need an help ask. https://t.co/aDsedvebBp

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You can find my last artwork GlitcHead here :
https://t.co/5XNzqFjejf


6 already minted with beautiful color and vertices used !

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todays progress

it doesnt look like much but i spent the past 4 hours fixing the SSJ4 hair, had to merge the vertices fix the shading then manually select the edges that need to be sharp, then fit it to the head

pain

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Hydra Gundam Wip 6
taking long on the torso area because I spend alot of time clearing the interiors of overlapping vertices for a better and cleaner hollow 3D printing.

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☠ (OTHER VARITIONS UPON THE ADVERTICESMENT IMAGE)

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actually, its not SUPER high poly; the head alone is around 6k vertices!

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I've got a tricky but interesting problem. My navigable area is divided into tiles. The origin vertices are given, but I need to figure out the borders. They should be roughly evenly sized and roughly convex. As you can see, many areas work just fine, but many are quite awkward

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My first animation with Live2D. I messed up some of the vertices so the face is jiggling more than it's supposed to be, but I'm excited to use this in the future!

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I'm teaching myself blender because I'm stumped on how to do my outfit in live2d... just doing low-poly stuff for now. my mesh was pretty okay for a while but then the mirror modifier made some vertices cross and it got all tangly (at least I know to check clipping for next time)

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8. final: con todo esto ya estaría el modelo, teniendo un total de 19940 triangulos y 10398 vertices

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Concept art and final model of Rogers, the first creature designed for House of the Dead: Scarlet Dawn!

According to , each model has about 15,000 to 30,000 vertices and 62 bones. Up to 200 models can appear onscreen at once!

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