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	<title>quad &#8211; 4ColorGrafix » the art and designs of Kofi Garbrah</title>
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	<description>digital sculpture and tutorials</description>
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	<title>quad &#8211; 4ColorGrafix » the art and designs of Kofi Garbrah</title>
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		<title>Same Base, Different Face</title>
		<link>https://4colorgrafix.net/blog/2013/01/01/same-base-different-face/</link>
		
		<dc:creator><![CDATA[Webmaster K]]></dc:creator>
		<pubDate>Wed, 02 Jan 2013 00:15:19 +0000</pubDate>
				<category><![CDATA[3-D Modeling]]></category>
		<category><![CDATA[3d-modeling]]></category>
		<category><![CDATA[quad]]></category>
		<category><![CDATA[retopology]]></category>
		<category><![CDATA[sculpt]]></category>
		<category><![CDATA[sketchbook]]></category>
		<category><![CDATA[topology]]></category>
		<category><![CDATA[zbrush]]></category>
		<guid isPermaLink="false">http://www.4colorgrafix.net/?p=2290</guid>

					<description><![CDATA[Here is a visual demonstration of what a good base mesh can be. All the faces in this article were built off the same base mesh, which can be downloaded at the end of this article.]]></description>
		
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">2290</post-id>	</item>
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		<title>Making All Quad Meshes</title>
		<link>https://4colorgrafix.net/blog/2012/10/10/making-all-quad-meshes/</link>
		
		<dc:creator><![CDATA[Webmaster K]]></dc:creator>
		<pubDate>Thu, 11 Oct 2012 03:33:23 +0000</pubDate>
				<category><![CDATA[3-D Modeling]]></category>
		<category><![CDATA[3d-modeling]]></category>
		<category><![CDATA[quad]]></category>
		<category><![CDATA[retopology]]></category>
		<category><![CDATA[silo]]></category>
		<category><![CDATA[topology]]></category>
		<guid isPermaLink="false">http://www.4colorgrafix.net/?p=2200</guid>

					<description><![CDATA[Quad meshes are ideal for digital sculpting and 3d animation. Sculpting on a mesh with a mixture of quads and non quads can result in pinching and sharp angles in unwanted areas. Here I present some cases where polygons can be converted into quads.]]></description>
		
		
		
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		<title>ZBrush 4R2 &#8211; DynaMesh: Bye bye manual retopology?</title>
		<link>https://4colorgrafix.net/blog/2011/10/01/zbrush-4r2-dynamesh-bye-bye-retopology/</link>
		
		<dc:creator><![CDATA[Webmaster K]]></dc:creator>
		<pubDate>Sat, 01 Oct 2011 14:41:31 +0000</pubDate>
				<category><![CDATA[3-D Modeling]]></category>
		<category><![CDATA[3d-modeling]]></category>
		<category><![CDATA[education]]></category>
		<category><![CDATA[quad]]></category>
		<category><![CDATA[retopology]]></category>
		<category><![CDATA[sculpt]]></category>
		<category><![CDATA[sketchbook]]></category>
		<category><![CDATA[topology]]></category>
		<category><![CDATA[zbrush]]></category>
		<category><![CDATA[zbrush4r2]]></category>
		<guid isPermaLink="false">http://www.4colorgrafix.net/2011/09/zbrush-4r2-dynamesh-bye-bye-retopology/</guid>

					<description><![CDATA[DynaMesh is a new feature Of ZBrush 4 release 2 that allows the user to add to a mesh while at the same time maintaining an evenly distributed topology! What is even better about DynaMesh is that the new topology is mostly made of quads, making it easier to sculpt in ZBrush and animate in other 3D apps.]]></description>
		
		
		
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