Marmoset Toolbag viewport preview of the current bake test for PBR rendering. 🌟 She's definitely come a long way!
Jordan Cain
@oddenough.art
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
Pausing tiles makes this scene with 9 8K UDIMs actually manageable to work with. I'm thankful these controls exist to ease the pain I inflict on my VRAM 🙃
New in Marmoset Toolbag 5.03: Pause Tiles ⏸️ When working with UDIMs or multiple texture sets, you can now pause or temporarily disable specific tiles. This lets you focus on targeted regions and can significantly boost performance on projects with many high-resolution tiles.
I also really like that I can use symmetry on text. There's probably a more practical use case for this, but I'm feeling punchy today 🙃
✨ New in Toolbag 5.03: Text Layers! Text Layers let you quickly add brand names, labels, technical markings, and other writing to your Texture Projects. Add them from the Vector dropdown in the Layers menu (3D Text or Decal Text), then customize font, spacing, and alignment with the built-in tools.
More scatter layer shenanigans! You can make VU audio meters using some gradients and masks to control the levels 😁
Marmoset Toolbag 5.03 is officially out! It introduces brand-new features & significant improvements to Toolbag's baking, texturing, and rendering systems, such as: ✅ Text Layers ✅ Scatter Layers ✅ Pause Tiles ✅ SVG Vector Import ✅ SpaceMouse Support & much more!
With spacemouse support in @marmoset3d.bsky.social 5.03, you can control both your cameras and your lights in yours scenes, making setup even easier. Plus you can make flying noises while you do it. Or is that just me? "pew pew"
The new scatter layer feature in the @marmoset3d.bsky.social 5.03 update gives me yet another way to add knurling to my models 😆
Marmoset Toolbag 5.03 is officially out! It introduces brand-new features & significant improvements to Toolbag's baking, texturing, and rendering systems, such as: ✅ Text Layers ✅ Scatter Layers ✅ Pause Tiles ✅ SVG Vector Import ✅ SpaceMouse Support & much more!
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
Leveraging creased subdiv + bevel shader for the ammo strip
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...
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
I have finally finished CATCHING FISHES, and here's the trailer! This is my first solo game, and it’s a short story about… taking a bath when you’re very tired : ) Hope to see you back for release day, on January 20! #indiedev #gamedev #indiegame #unity #catchingfishes
To all the artists out there who are suffering from analysis paralysis (overthinking), I empathize fully. The solution to your problem is the hardest thing to overcome. You need to just start doing. Push through and try things *especially* if you think it won't work.
This past week has been rough trying to get back into work and being a normal functioning human after the holidays. I feel like I deal with this more and more as I get older. 🙃
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Posted this on the other site since someone was asking about Maya UV equivalents in Blender (via ZenUV addon): Along with what's in the image below, shell snapping via pivot is G to move, then press B, select the vert, and then move to the vert you want to snap to. Hopefully this helps others!
To make blockouts easier, I map out element separation with paintovers before starting the modeling. I often have a hard time keeping track of elements, and having a map like this to refer to helps break it down into manageable chunks. Thanks to @peachmarzi.bsky.social for the ref
Thought it'd be interesting to put some of the focus stacks into an image sequence and loop it The pin is 88 photos and the old camera is 66 photos, the difference is mainly due to how shallow the depth of field is. Tighter = more shots needed.
I recommend any detail-oriented artist to try getting into macro photography. It's fun, you learn more about presentation (lighting set up is super important), logical wear, and realize literally everything is coated in dust and hair.
Depression and burnout is a funny thing. So I tried to get the "educator" label removed from this account in early 2025 because I felt like I wasn't worthy of it. Glad I couldn't figure it out because now I'm all aboard the game dev educator train again 😂 Choo-choo!
This was my first sculpt and first time using Zbrush and I'm honestly really happy with it. Concept was by my sculpting teacher Eloi (thunderhawk_ibz on artstation). Critique is welcome but please be kind.
I really despise socks bunching up near my toes when I have shoes on. 😑
I recommend any detail-oriented artist to try getting into macro photography. It's fun, you learn more about presentation (lighting set up is super important), logical wear, and realize literally everything is coated in dust and hair.
Things I want to work on in 2026 with no expectations for completion: - Focus more on discipline during the day - Improve upon patience and boundaries - Ease up on self-criticism - Learn from others and ask more questions - Set aside time away from my computer
Things I want to work on in 2025 with no expectations for completion: - Finish writing N-Gon inclusive subdivision modeling guide - Git gud at sculpting - Everything else is a bonus
I was just in a situation where I had to remove a lot of control loops and I didn't want to select them all manually. Blender's Limited Dissolve coming in clutch here. It's also why I recommend embracing the delete menu.
The most common response I get from artists when I tell them no one will notice is: "Ok, but *I* will notice" Yes, and you seriously need to kick that mentality to the curb in production settings. But if you want to goon out on perfect shading in your own time, that's fine.
Stress less about high poly shading errors in gamedev. Chances are you won't see most of them anyway. Always keep in mind the 6 levels of "Does It Matter?": - Model - Bake - Texture - Compression - In-game effects - Viewing distance Good Enough™ will save you time and sanity.