Finally a Dragon Cobra Ready for Animation.
Lessons:
✔️ZRemesher in ZBrush
✔️Dynamesh
✔️Lower the vertices and polycount to be game optimized
✔️If character is for film you will need a super ultra powerful PC and GPU for maintaining high number of vertices
Work Hard!

0 2

適当に板ポリ服かこい→クロスシミュレーション→quadremesherで18分段階

0 1

Week 1: Messing with the sculpt tool and pre-made model templates

Suddenly very aware of how steep a learning curve this will be what with fixing topology, creating meshes, texture painting and omg what am I doing

2 9

My pretty Meshela🥰💜💛
Kithaan love~💛

0 7

I have had such feels about this piece, and I finally figured out why. It is John from Gimme Shelter. And he's putting on the wedding gift from Sherlock, that piece of surfboard on a chain. Still my favorite fic.

10 54

me and messed around with inverting meshes in lowpoly models in blockbench. very jank and very tedious to do, but looks great. only wish it worked with animations :'(

0 6

MC: *heavy breathing*

Sometimes... MC needs more.....

1 11

FINALLY got the indexation station working so now the submeshes even have AABBs. :'3c

1 4

The hair is made up of individual curved meshes and I think it came out out better because of it

0 4

I'm really happy with the tests we did last night with our flat colored artmeshes, and I think we can make this work with some basic textures. Let's make those textures and test it out! https://t.co/nQG7mXEdhb

0 0

トポロジー拘らなければノーマルマップ入れれば右になるし全然よさそう(服作りやすいし)Quad Remesherに感謝👏

8 99

man hes been redesigned so many timeshelp

0 8

Tried experimenting with ZRemesher but even with polygroups, curve guides & density painting, I elected to just manually retopo. Not sure about this edgeflow, but maybe I'm just being fussy?
Any modellers?
This is for the base mesh, I'll be doing a high poly on top of this one.

1 4

nurbs paths dont turn into meshes well so im trying a bezier curve instead for the hair

1 5

Okay, everything is now separate and moveable except their mouth which might take a little redrawing and is going to be very challenging with how traditionally does mouth meshes. Will have to do some study.

1 6

✖️Work from todays stream!
I tried applying custom meshes to make the curls bounce! I'm happy with the results so far :D
Still very WIP! I wanna add more sideward swaying physics and reposition the head a bit I think 🤔
--
Rig commission for: @/KumakoVT

28 428

I wasn't really content with Qodot or other solutions, so I've been writing an importer that directly converts compiled Quake BSP files into meshes for 4 to use with KOOK. This first shot might look familiar. Also loads much more complex maps.

18 120

It’s somewhere between these two. These are collabs I did with & I feel like our styles really meshed well together. They were lots of fun & I learned a lot!

0 7