Jordan Cain
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oddenough.art
Jordan Cain
@oddenough.art
Freelance Hard Surface 3D Artist, currently working 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
Alright, stop. BEVEL TIME.

The bevel shader can be used with creases too! You can get all the advantages of high poly subdiv without needing to use support loops and still use the bevel shader in one time-saving package. Let's hammer out the details with @marmoset3d.bsky.social Toolbag
November 12, 2025 at 3:36 PM
Reposted by Jordan Cain
🎃 Greentooth Pumpkin (🧡 @polycount.bsky.social) by @oddenough.art, submitted for the Marmoset Toolbag Pumpkin Texturing Challenge!

👉 Join the challenge & submit by Nov 16, 2025 via the Discord: discord.gg/JeP6mZ5Vea
November 5, 2025 at 5:00 PM
So my account got suspended on twitter for "inauthentic behavior" 😂 Part of me wonders if the anti-ngon crowd finally had enough and reported me for misinformation. Either that or the Elongated Muskrat is all "quad-only master race". I could see that happening.
October 27, 2025 at 7:46 PM
For the latest thread in my Part Modeling series, I wanted to show off the combined effect of Low to Low baking with the bevel shader and vector layers in @marmoset3d.bsky.social Toolbag 5, this time on a more complex model. I really pushed the bevel shader on this one! 1/5
October 6, 2025 at 1:03 PM
Reposted by Jordan Cain
Hello my name is Earl and I like to knurl. I'm also into burl.
Then moving onto the knurling! This is the really fun part. I used to hate modeling knurling, and static alphas were too limiting. Here, I used a simple line with a bevel and tapered ends, and set the radial count to control size. It’s both fun AND you have so much control.
5/10
October 3, 2025 at 4:17 PM
Continuing with the low to low baking + bevel shader post series, I wanted to show how I’m using @marmoset3d.bsky.social Toolbag to texture while incorporating vector layers for fine detail that would traditionally be baked from a high poly.
1/10
October 3, 2025 at 3:43 PM
I was making a random subdiv example for the course and figured I'd share the wires since you all seem to like that 😁
September 29, 2025 at 4:13 AM
I'm such a good self-promoter.
September 22, 2025 at 11:02 PM
Since the Flipped Normals account isn't active here, I just wanted to announce that I'm working on a new exclusive course: Advanced Hard Surface Modeling for Games! 😁

I'll be using Blender, but the concepts work in all other 3D software. Will be focusing heavily on methodology.
September 21, 2025 at 9:06 PM
Reposted by Jordan Cain
🍞 Bake faster in Marmoset Toolbag!

New breakdown by @oddenough.art covers using Toolbag's Low to Low Baking & the Bevel Shader to skip high poly cleanup, merge shapes non-destructively, bake from low poly meshes, & cutting days of work down to hours.

Read now: marmoset.co/posts/bake-t...
Bake Textures Fast With Low to Low Baking in Marmoset Toolbag | Marmoset Toolbag
Article by Jordan Cain Introducing Low to Low Baking Hello, my name is Jordan Cain, and I’m a freelance 3D hard surface artist. With the latest introduction of Low to Low Baking in Toolbag 5.02, it…
marmoset.co
September 19, 2025 at 4:01 PM
Finally finished this crazy contraption

As always, rendered in @marmoset3d.bsky.social Toolbag with the glorious bevel shader.
September 6, 2025 at 5:51 AM
Reposted by Jordan Cain
Last try: Not sure if shrink wrapping is allowed so ill just mention i shrunk wrap it. Applied 1 level of sub d so the shrink wrap would stick better and manually refined the bevel after
September 5, 2025 at 12:33 AM
Reposted by Jordan Cain
Nice challenge! If you break down the shape into its symmetrical components it becomes a lot less daunting. 🙂
September 2, 2025 at 12:31 PM
Reposted by Jordan Cain
Heres my attempt! my dyslexia screwed me as I didn't clocked the part about SubD only and instead thought this would be a good way for me to learn booleans😆

not super happy with it as the wires are messy and I didnt have time to do the threads

might give SubD only a go later
September 1, 2025 at 8:06 PM
Reposted by Jordan Cain
This is as far as i got before i realized i made a big mistake early on (big holes are drilled wrong). This kinda thing isnt my forte so it's fun to just branch out a bit

I have a really bad headache rn (not related to this lol) and ill probably try again when it clears up a lil
August 30, 2025 at 9:27 PM
Reposted by Jordan Cain
This one was hard. I couldn't find many elegant solutions, but got stubborn and finished it anyway. It's messy, but I'm happy with the render regardless.

This is 11K faces for the base geometry, which I'm guessing is 2X or 3X Jordan Cain's model. I'm curious to see the wireframe on that one!

#b3d
August 30, 2025 at 6:16 PM
One of the biggest reasons I hear about why people don't use ngons is if the base mesh shading looks bad and it will also subdiv bad.

This is unrelated and if it subdivs bad, it's not because of the base shading. The two have no correlation due to having very different topo.
August 30, 2025 at 4:31 PM
Don't mind me, just making camera overlays for toolbag. doot doot
August 29, 2025 at 6:20 PM
Here's modeling challenge #5!
Below is my model and the reference.

Guidelines: Quote reply your solution with both smoothed and wireframe screenshots. Subdiv modeling only.

Any attempt is encouraged and I'll do my best to give feedback.

Next week, I'll post my solution 😁
August 28, 2025 at 2:53 PM
I thought I’d share how I’m using the new Low to Low baking mode and bevel shader in @marmoset3d.bsky.social Toolbag 5.

The bevel shader does more than just smooth out edges, it also blends surfaces between objects, so you can create complex forms by using simple shapes and primitives. 1/7
August 27, 2025 at 1:01 PM
Washers and fasteners are simple, but they can still add some nice visual interest.
August 26, 2025 at 2:51 PM
Slowly getting the remainder of the parts in. It's mostly just a bunch of washers and clips left to do.
August 19, 2025 at 10:52 PM
Here's a high res render and partial cutaway of the current progress.
August 17, 2025 at 11:09 PM
Finished modeling the gear lock mechanism for the screwdriver. It locks the gears in place when the screwdriver switches to manual mode.

42 inner teeth, 48 outer. The inner cutout is where a spring is set against the outer housing for the mechanism to work.
August 17, 2025 at 11:08 PM
Finished modeling the second gear carrier.
August 13, 2025 at 12:25 AM