La subdivision ça casse tout 😅

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Can't wait to test and potentially integrate it into my workflow and tools the newest 'Unsmooth' tool. "The new Mesh > Unsmooth option lets you unsubdivide any Catmull-Clark smoothed, high resolution mesh. You can set the number of subdivision levels to recreate in the… https://t.co/0mQvCqOuKq

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In-game model>Tris to Quads>3 levels of Catmull-Clark subdivision.

Turning on MatCap and Cavity in viewport shading makes life a lot easier...

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Subdivisions of red heads are strawberry blonds (red+blond) carrot tops, Mary Jane Watsons, and auburns (red+brown). Lighting can create illusions of a darker or lighter red, as well as the chromatic intensity of the hair itself. “In-betweens” will contrast with pure gingers.

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screenshots
has some jank with the texturing because i forgor to add more subdivisions for the vertex painting (my bad)

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I've been a 3D artist for many years now, and I can't believe I only just discovered this: Applying negative smoothing before a subdivision can really preserve the shape of a low poly model. This is a big deal for me. But perhaps this was common knowledge.

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After moving into a new studio, i continue working on Subdivisions..

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gm

“Violent Subdivisions” by Dmitri Cherniak

Owned by DCinvestor

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Thursday 8pm EST https://t.co/f4WeYIrFUr explore country life,its past, present & future through song. Family farms to family subdivisions, driving a John Deere to driving a Tesla. You’ll hear

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blenderでセルルックっぽい新モデルを制作中↓
https://t.co/m42M0DUcAS
リギング・スキニングなども勉強しながら新キャラクターをblenderで制作中。セルルックを想定
今回はSubdivision Surface無しでモデリングしてみた

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Subdivision modeling is a go-to technique for creating high-quality, smooth surfaces in 3D models. It's a game-changer!

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My Gogeta SSJ4 Subdivision Example Render for 's Tutorial🙏

Model From DB FighterZ by ArcSystemWorks.

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Sneak peak on the up-coming tutorial video for my workflow
Contents: Subdivision Rendering, Basics/Intro to modeling with Subsurf
Full video will be on youtube and clips will be uploaded to twitter once complete.

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Have just found the usefulness of sculpting completely from the Subdivision modifier starting from a single cube mesh!

I definitely dig this a lot since it helps map topology automatically for me a lot better than I do it manually so far >w>"

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🌸 - subdivisions of my memory 3

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髪の毛がハーフパイプだったのをBevelオブジェクトに変更してSubdivision追加。

これで7万4千ポリゴン。
後は内側の髪の毛だけなので、そんなに増えないでござろう、たぶん。

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OH GOD SUBDIVISION SURFACE WAS A BAD IDEA

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Modeling particular furniture from a photographic reference when you don't have specification measures is very difficult. helm chair from a perspective photos. Subdivision surfaces

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3体目できた。動かすパーツと差分が多くてちょっと時間かかってしまった。Unityでクリッピングマスクは1シーンあたり64個の制限があり、例えば4体配置するなら1モデルあたり16個以内に収めないと行けない。
(GlobalMaskTextureのSubdivisionsで最大1024個まで設定することはできる)

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