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Mortal Kombat

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Mor

Anyway so I'm testing out some of these MK11 models I've ported and the face bones leave a lot to be desired, it would take a bit of work to them animation-proof.  I might end up sticking with images or simple animations with them until others fix up more comprehensive models.

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Abby

Did you 'Quadify' them both? (Or whatever it's called in Blender I can't remember) I always dislike loading up a model in Blender, like recently another model of Maya (Borderlands 2) was uploaded to Smutbase but it's still using triangles, it's Aardvark's model too so the shoulders and ass are still sub-divided. they haven't been properly fixed up for Blender, good idea for SFM though but in Blender it's useless. Ranting about a pet-peeve lul.

Nyl

I haven't tried quadifying yet, it's probably an important tool to learn if I need to port models though.

Abby

Not sure I'd say tool, more like process, since even if you use Blender's triangles to quads, Alt + J, the topology isn't always the best looking, so you'll have to go over the model to manually correct the issues.

Darko

Whose cock is this?

Nyl

Through the power of imagination, it's whoever's dick you want it to be!