Jordan Cain @oddenough.art · 19/09/2026I was getting depressed on twitter because of both the pro-AI and the anti-AI posters. I'm very much the latter, but all those posts do is make me grumpy. I recently realized that it's more important than ever to keep creating and teaching artists, so I've leaned back into that. Much happier now! 220
Reposted by Jordan CainSheena Duquette @sheenaduquette.bsky.social · 20/08/2026Marmoset Toolbag viewport preview of the current bake test for PBR rendering. 🌟 She's definitely come a long way! 2308
Jordan Cain @oddenough.art · 19/08/2026Yeah it's incredibly useful! I'm tempted to redo older projects now that I can actually work on large projects without splitting up files. 110
Jordan Cain @oddenough.art · 19/08/2026Pausing 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 🙃 2121
Jordan Cain @oddenough.art · 13/08/2026I 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 🙃 180
Jordan Cain @oddenough.art · 13/08/2026static.klipy.comRon Swanson's Awkward Smile NodALT: Ron Swanson's Awkward Smile Nod 010
Jordan Cain @oddenough.art · 13/08/2026More scatter layer shenanigans! You can make VU audio meters using some gradients and masks to control the levels 😁 140
Jordan Cain @oddenough.art · 13/08/2026With 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" 0141
Jordan Cain @oddenough.art · 13/08/2026The new scatter layer feature in the @marmoset3d.bsky.social 5.03 update gives me yet another way to add knurling to my models 😆 0202
Reposted by Jordan CainMarmoset @marmoset3d.bsky.social · 12/08/2026Marmoset 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! 1127
Jordan Cain @oddenough.art · 12/07/2026If you want to avoid the C-loop, I'd suggest doing this (again, terminate that top edge someplace safe 040
Jordan Cain @oddenough.art · 12/07/2026I'd be very careful about where you add C-loops like the one I marked in yellow. I try to avoid those at all costs because they introduce higher density in areas that don't need it (and can make things worse) But also try to extend the edge I marked in red to a flatter area. 230
Jordan Cain @oddenough.art · 10/07/2026Yeah how you used them on the columns are perfect. I don't see much wrong with the others, but how do the reflections look? Like can you show a shinier matcap? 000
Jordan Cain @oddenough.art · 08/07/2026When first starting, it's a trial and error thing until you start to understand when something will work or not. But I suggest trying different things out first, and if they don't work, lemme know and we can work through them. 110
Jordan Cain @oddenough.art · 08/07/2026Gotcha. It's best to place ngons in natural convergence points. Like if you find yourself creating quad intersections with 5-point poles, then it's a good indicator that you can make those areas with ngons. Mostly, if there's a situation where quadding it seems too difficult, then just don't. 210
Jordan Cain @oddenough.art · 08/07/2026Hey! Sorry I don't check bsky as often, but did you still want help on this? Can you highlight the areas you want help with? 110
Jordan Cain @oddenough.art · 11/06/2026Big braining it over here. Used a single path with radial symmetry to make a Cool S vector decal in @marmoset3d.bsky.social 😆 1385
Jordan Cain @oddenough.art · 08/02/2026Also this was my first time using an ngon config tip for my bullets, and I think it worked out nicely 0426
Jordan Cain @oddenough.art · 08/02/2026Leveraging creased subdiv + bevel shader for the ammo strip 0190
Jordan Cain @oddenough.art · 07/02/2026Previewing the highpoly visdev before starting the lowpoly 👀 0323
Jordan Cain @oddenough.art · 05/02/2026Ah yes, the age old "what if I bump up my rust project to 8K?" 0528
Jordan Cain @oddenough.art · 04/02/2026Here it is side by side in the same image. Left is with oxides filling in grey values, and right is just a rust to steel transition without the intermediate steps. 120
Jordan Cain @oddenough.art · 04/02/2026Yup! Transitions from metallic to non metallic are rarely ever binary unless you're dealing with something like chipped paint. But faded paint, dust, oils, oxidation, etc should all have grey transitional values 100
Jordan Cain @oddenough.art · 04/02/2026This 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. 2151
Jordan Cain @oddenough.art · 04/02/2026This 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. 48914
Reposted by Jordan CainXavier @xavierck.com · 25/01/2026This 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... 12523163
Jordan Cain @oddenough.art · 30/01/2026Ah in reading the rest of the replies I see you recognized that 😁 110
Jordan Cain @oddenough.art · 30/01/2026This is unfortunately an issue with creasing a base mesh that isn't dense enough to support the tightness of that edge. My recommendation is to increase the density of the surrounding geo and also introduce the use of an ngon like Xavier suggests. But the geo density is 100% the core issue here. 120
Jordan Cain @oddenough.art · 25/01/2026The wireframe view is the unsubdivided version of both models. 050
Jordan Cain @oddenough.art · 25/01/2026In 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 3322
Reposted by Jordan Cainmarina @parinamais.bsky.social · 13/01/2026I 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 35821
Jordan Cain @oddenough.art · 13/01/2026Hehe interestingly, I just told a mentee that there is such a thing as having too much reference 😆 (though they were searching for more versions of the same thing) 110
Jordan Cain @oddenough.art · 13/01/2026Trying something, anything, even if you think it won't work is 10,000,000,000x better and more productive than doing nothing at all. Overthinking, perfection, and the idea that you need to get it right the first try is how you kill momentum and learning. 1181
Jordan Cain @oddenough.art · 13/01/2026I used to see so many artists surpass me in speed and the only difference between me and them was they were doing things and I just kept staring at my models not knowing what to do. Thing is, I still don't know what to do most of the time, but that's why you need to try. 1150
Jordan Cain @oddenough.art · 13/01/2026To 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. 5323
Jordan Cain @oddenough.art · 10/01/2026This 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. 🙃 1130
Reposted by Jordan CainPatrick Perini @pcperini.com · 10/01/2026Discord wants to know how you feel about AI. Go tell them: discord.sjc1.qualtrics.com/jfe/form/SV_...discord.sjc1.qualtrics.comQualtrics Survey | Qualtrics Experience ManagementThe most powerful, simple and trusted way to gather experience data. Start your journey to experience management and try a free account today. 3471103711076
Jordan Cain @oddenough.art · 05/01/2026Posted 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! 1210
Jordan Cain @oddenough.art · 03/01/2026media.tenor.coma person is falling down a cliff with a backpack on their backALT: a person is falling down a cliff with a backpack on their back 110
Jordan Cain @oddenough.art · 03/01/2026To 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 1638