Multi-Hat Wearer at @marmoset3d.bsky.social | "Internet N-Gon Guy" I love helping people, problem solving and learning. Autistic, Mentor | 🚫 AI | linktr.ee/odd_enough
Topics: #ngons #scans #autism #photography #descent
Jordan Cain
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Leveraging creased subdiv + bevel shader for the ammo strip
Previewing the highpoly visdev before starting the lowpoly 👀
Ah yes, the age old "what if I bump up my rust project to 8K?"
This is what you'd get without those oxidation layers, which is a common problem in metalness workflows, and is the result of strictly sticking to 0 or 1 metal values. It's also wrong, which is why you should be using grey values in your metal maps.
Big braining it over here.
Used a single path with radial symmetry to make a Cool S vector decal in @marmoset3d.bsky.social 😆
Also this was my first time using an ngon config tip for my bullets, and I think it worked out nicely
This feels like the texturing version of spinning around my model.
Playing with carve groups in @marmoset3d.bsky.social to get grey metalness values through intermediate oxidation.
This latest ref pack is a love letter to all my hard surface artist friends
It contains 400+ (3.1GB) photos from the CAF SoCal airplane museum, including 100+ shots of tiny details from the cockpit of a MiG-21MF
Use them for anything, just make sure to credit me!
drive.google.com/file/d/1nsib...
The wireframe view is the unsubdivided version of both models.
In terms of amount of work/time needed compared against the result, pure subdiv can't compete with the bevel shader workflow. Not to mention the time it takes for edits.
Top is subdiv w/ sharp creasing + bevel shader and bottom is subdiv.
The top could be used as the low poly with fewer changes