Modeling Yagabi's assistant girl
The challenge is to reduce the number of vertices as much as possible
Yagabiの付き人の女の子のモデリング中
どれだけ頂点数少なくできるかが勝負です

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80 vertices seagulls (mesh sequence animation)

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My previous models (examples in pictures) all used TinkerCAD, but I decided it was finally time to upgrade to something that let me adjust individual vertices/edges.

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Daily Tip: 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. Free Sample PDF:
https://t.co/4q3NW3MNxj

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depois de muito pranto e ranger de dentes finalmente terminei o modelo do sorteio que fiz

tive MUITOS problemas com a quantidade de vertices travando meu pc mas depois de muita gambiarra eu consegui terminar

parabens e me desculpa pela demora
espero que goste

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Cleaning up your vectors before animating in is important. Make sure to do all your boolean operations and not have excess vertices before importing to achieve the smallest possible .riv file and smooth animations. I expect this one to end up at around 15-25kb.

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Tonight, I shall be a stupidly dummy thicc lifeguard bunny with some friends. This one took me about 2 weeks to do because she had a lot of rogue vertices. All sorted though!

She comes with readily available floatation devices, also peak butt performance!

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I just finished my front hair⭐️✨ I used no modifiers and manually placed all 1,375 vertices. I really recommend this workflow, I can explain it more in my streams☁️

I was feeling a little sleepy today but this helped me relax and be happy🌤️

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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!

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Disco Glam Rock era begins today

Could finally model the afro shape I wanted by sculpting an UV Ball and then randomizing all the vertices, turns out it was that simple and it exports nicely

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Over 10000 vertices of arbitrarily instructed shapes generated in under one millisecond! x'3

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Should hopefully be the last of the tail work. Merged everything and linked the vertices together.

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wip, 256 vertices! what a nice number being it's the same size of the texture...

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Ay Gab tu modelo 3d tiene muchos vertices no me corre en mi PC del gobierno comunista
Feliz?

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Merging some vertices but I kept seeing an extra edge in the back and a needed one in the front and had to go back because an extra vertex got merged at the beginning, but I somehow got it right the second time

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Hi so I did some comparison between the slayer's model in Fortnite and Doom eternal
FN's model is 18,145 vertices
Eternal's model is 121,703 vertices (Also includes the slayer's head model under his mask)

Crazy how accurate they were with 100k less vertices

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House of the Dead: Scarlet Dawn gives us Bruce, the rocker creature!

Created by Agni-Flare, each enemy in the game has 15,000 to 30,000 vertices and 62 bones.

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was curious what I could do with a single noisy texture + vertex colors. freehanding the colors onto the vertices was fun!

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Better for the most part. Vertices are very visible on this one so I gotta figure that out https://t.co/LCuWBkhnpO

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V4w.enko - "PS17-SDL10C23-Square11” "The "PseudoRandom" is generating vertices for the "MetaBall Algorithm" pattern."

https://t.co/wFS6rcdkv9 Edition of 1

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