I’ve been working on quad remeshing workflows for animation and game assets, specifically around edge flow consistency and deformation safety. Most automatic remeshers are fine for previews, but I kept running into problems on denser meshes where diagonals and uneven flow made rigging unpredictable. Below is a before/after…
Thank-you! Glad you like her :) Yeah she's my own concept I made for this project, inspired by D&D 5e races and classes. There's a wealth of cool different character ideas and combos in that world :)
Yeah I guess I missed that part, I actually had it look very grimy but removed because it looked too noisy to me. Lets just say its a freshly posted poster :D :D
Hmmm pretty much what Spud said. You might also want to try a different colour. Reading your K/D/A, LH/D and the team kill counter is pretty tough on a background this noisy and bright.
Very ellegant design, maybe too elegant for him, dazzle looks like girl :D But, still very nice concept, will vote for it when it'll be relised! Good job, keep doing good stuff :D
ROFL - made me spit tea on my keyboard. :D +1 for Booleanss - of if you're a real pro, trace animal shapes in splines from photos of animal cookie-cutters, extrude and subtract to get Zooleans. :D
awesome stuff, lovin the concept, esp the boxer like gloves =D and i really like the upper atmosphere idea, the aurora tracks really remind me of rainbow road =D nostalgiaaaaa cant wait to see this
Cheers dude!!!! I was doing that originally but forgot. For some reason I have to scale my model by 100 every time I'm back in CE3 so didn't use the Xform hence it was distorted :D :D
Love avatar/korra so ill be following this thread =D Few things I've noticed, the shoulder pads look wider in the concept and the pants are a lot more bunched up. Cant wait to see more =D