Jordan Cain

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

3.4K followers971 following2.7K posts

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 🙃

Marmoset@marmoset3d.bsky.social

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 🙃

Marmoset@marmoset3d.bsky.social

✨ 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@marmoset3d.bsky.social

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!

Jordan Cain reposted

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!

Also this was my first time using an ngon config tip for my bullets, and I think it worked out nicely

Jordan Cain@oddenough.art

Leveraging creased subdiv + bevel shader for the ammo strip

Ah yes, the age old "what if I bump up my rust project to 8K?"

Jordan Cain@oddenough.art

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 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.

Jordan Cain reposted

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

Jordan Cain reposted

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.

I 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.

Trying 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.

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. 🙃

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.

Jordan Cain@oddenough.art

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!

Jordan Cain reposted

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 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

Jordan Cain@oddenough.art

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.

Jordan Cain@oddenough.art

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.

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.

The shading errors are visible some in the bake, but not at all visible from any angle in the textured version. This is also why it's a good thing to do spot check test bakes/textures, because even the time it takes to do that is less than stressing about getting it right.

That's not to say that you shouldn't practice good shading, but it's best to do that when you're not on the clock. I know we all strive for it, but there are some points you reach where the time it takes is not worth the effort.

Meanwhile my boss 😂:

Jordan Cain@oddenough.art

So much holiday stuff... been waking up early and going to people's houses nonstop since the 23rd and now waking up early to have a gathering at our house. Got 4 more days of this insanity. Might have to take a day off for me time after this.

So much holiday stuff... been waking up early and going to people's houses nonstop since the 23rd and now waking up early to have a gathering at our house. Got 4 more days of this insanity. Might have to take a day off for me time after this.

This year has been a really wild one for me. From attempting stylized hard surface with Overwatch 2, to trying to get back into military simulation, to ultimately making a wild career move into a role that encompasses marketing, education and software product design. And I couldn't be happier 😍

Marmoset is one of the best places I've ever worked at and the whole team are such wonderful and supportive people. I also think that's why I love Toolbag so much. I see everyone pour themselves into it and it shows.

Jordan Cain reposted

Heya everyone! I’m Maria, I’m starting to post more often on here again, and I mainly post my 3D art, but I also love to talk about my interests (ff, silksong, DE, ut/dr…)

strawderryst@strawderryst.bsky.social

Hello, new artists! Let's make a little artist train! Drop your artworks in the comments and introduce yourself! My name is strawderryst! I draw different fanarts (and memes) hot and cute, mainly ff7 and dispatch at the moment!

Jordan Cain reposted

🤔 What if you could skip painful subdiv modeling and paint your knurls instead? @oddenough.art demonstrates a fast, non-destructive workflow using Toolbag’s vector layers and symmetry mode to create and refine knurling patterns in no time.

Jordan Cain reposted

Jordan Cain reposted

🖌️ Paint stylized, hand-painted textures in Marmoset Toolbag Follow along with Steph to learn how to use Toolbag’s Texture Projects to customize your brushes & use layers & gradients to paint stylized textures with a bespoke feel. Learn more about texturing in Toolbag: marmoset.co/toolbag/text...