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April challenge here: Elder God
March entries - Egg Bunnies
Adventures across the 3rd dimension
I was playing about with the Quadriflow remesh today instead of the boxy voxel thing and it was quite good in terms of the number of faces and how it maintained the details of the sculpt. But the quads wouldn't follow the form correctly and some of the resulting edge loops were just bizarre in the way they spiralled around the model.
Topology!
But I'm still determined to not do it by hand in the proper way.
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Any an all misspellings are henceforth blamed on the cats.
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And I'm back here cos I've just had a brainwave about my problem. I duplicated my model. Set the duplicate to "shrinkwrap" to the original and that let me select the edges to move and rotate them via proportional editing to fit the flow of the model better.
And it sort of worked!
Sort of.
Makes a bit of a mess of the edges close to the symmetry axis but that's easy to fix.
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(as always)
Any an all misspellings are henceforth blamed on the cats.
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There's still something wrong with the wrists so I'll probably have to ditch this one but at least I learned something.
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Any an all misspellings are henceforth blamed on the cats.
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Today I tried to experiment with the Rigify Addon and quickly realised that I don't really know how it works.
I did watch a tutorial beforehand but my result was ..erm... rather different.
I also fiddled with the multires modifier to try to add details to my all-quad model and that worked a little better. It's not as lumpy as my usual Dyntopo stuff, and you can shape better lines and edges, but I can't get the same level of details without it repeatedly subdividing the whole model causing quite a bit of slooooowness.
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