taking the time for sculpting practice...
; made out of vertices, somewhere in 3D space...

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Testing the model while rigging~ Almost done with Angle X 🤔

There's a lot of parameters, deformers and vertices 😵‍💫I can do it, I will do it~

P.S. It's almost early April = re-debut. I need to calm down!

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Review



This is the review of my past work. I like this. No boolean in this modeling. Well this shape is made by normal way. I didn't use special addon nor paid addon. Normal simple way like moving vertices are also very powerful.

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1 DAY 1 ART : DAY 95

This is my 2nd attempt modelling on Blender. No direction , just started with tarik2 vertices then I think I manage to create a wargreymon-ish helmet, and I insert a Skeleton head inside of it to make it looks cooler. Ikuzo!

Link :
https://t.co/MvkDaCtSIe

7 15

Retopo Tips:
You don't need to keep subdividing your entire lowpoly to make something appear smooth. You just need to add more loops and vertices to silhouette areas.

Explanation on the comments

8 19

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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So I'm learning 3d sculpting.
I have a LONG way to go, I dont even know how to merge vertices and stuff properly
but this aint bad for a first go

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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~
______________________________

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

2 40

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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