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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🪓Destroy phase n°2:
BEVEL all the vertices!
At least the ones sticking out. Don't just bevel, fiddle with the position of resulting vertices, to change the bevel slope & size.

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The Gremmar Warden got a way to extract the model vertices and the textures and I completed the model based on the info we had. This model is still not 100% accurate but I hope there will be a way to extract the models completely with faces, skeleton and the UV data

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🤟🤟 NEW MINT ON HEN 🤟🤟
I played with torus 3D object in P5.js, I was not expecting the render with a few vertices X and Y.
100Ed - 1 thz
https://t.co/FlepL9oY4S

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Voxel characters - Yotsuba by &

Made with 0.99.6.3
Vertices: 2,794 / Edges: 4,450 / Faces: 1,970 / Tris: 1,970
Took 21 Mins 46 Secs.

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In this video, we look at various ways to improve your retopologized mesh by smoothing and relaxing the vertices, inclusing a Zbrush-like alternative smoothing algorithm that preserves volume in

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It's Monday! In this week's issue we talk prior-world ruins with Vertices, assemble a pack of demonic good dogs, participate in a monthly TTRPG challenge, and much more!

https://t.co/RLGot5cAVX

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NEW IN THE MCG SHOP! Expand your Numenera campaigns with Vertices, our latest Numenera book featuring eight prior-world sites ripe for exploration, containing new cyphers, artifacts, creatures, NPCs, and settlements for your party to explore!

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Before you read this, we have to admit something: we didn't want to. The Devil Made Us.

Also in this week's Vertices' imminent arrival, a great primer on D&D homebrew, and a beehive-headed statue.

Yeah, you heard us.

https://t.co/SlU0IIYv47

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Wireframe, also explanation for how low the vertices are, its because I used the retopology method to get the same exact copy of the original hair but with lower vertices YEA

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this is reverse face problem.

when you create something from vertices, this often happens and you don't know why.

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111 vertices, this little robot's called Ludo, also named by , ty!

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This is mistake.

corner vertices are not in right position

I must do this again😭

But this is nice modeling

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Journey to eight prior-world ruins full of fantastic new creatures, cyphers, artifacts, and more, and locate the vertice to the datasphere to unlock that ruin and expand your Numenera campaign in Vertices, now available for preorder in the MCG shop!

https://t.co/FvAFBX7IUi

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