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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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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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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Step 4: With only translating vertices/edges/faces able to get a good shape for Samus body and legs.
Step 5: Now add/extrude additional geometry as needed for her feet, shins, and jet back thing

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bsurfaces is blowing my mind rn i was really doing all this by single vertices

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Lesson learned, never blindly use Remove Doubles. Thankfully it's easy to restore vertices but still, whoops!~

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I am trying to detach these two fingers carefully without messing uptoo many vertices cause i am not smart enough to rebuild them from scratch and its like i am seperating conjoined twins

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Turns out laying out the details before getting the proportions down is NOT recommended. ⛔

Moving all of these vertices was too much of a mess so I broke down the model to something much simpler and started working on the basic form again

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