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.
Also this was my first time using an ngon config tip for my bullets, and I think it worked out nicely
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
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...
Jordan Cain
Jordan Cain
Jordan Cain
The wireframe view is the unsubdivided version of both models.
Xavier will art for food
Jordan Cain
Ah yes, the age old "what if I bump up my rust project to 8K?"
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.
Previewing the highpoly visdev before starting the lowpoly 👀
Jordan Cain
Jordan Cain
Leveraging creased subdiv + bevel shader for the ammo strip
Jordan Cain
Jordan Cain
Big braining it over here.
Used a single path with radial symmetry to make a Cool S vector decal in @marmoset3d.bsky.social 😆
Leveraging creased subdiv + bevel shader for the ammo strip