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
Nailed it.
November 12, 2025 at 3:38 PM
For the finishing touches, I added the maker’s mark using vector layers to create a recessed area and traced over a projected decal I found online. Using a sync point above this, we can produce the final mask effects from the vector detail.
November 12, 2025 at 3:37 PM
Now that we have a grip on the surface detail, you can add a sync point above the hammered material to drive some extra finish, like edge wear and dirt buildup, to make it look striking.
November 12, 2025 at 3:37 PM
Using gradient layers in the mask, you can limit the effect of the hammering using the translation widgets in the viewport and adjust the gradient profile in the layer settings.
November 12, 2025 at 3:37 PM
For this project, I wanted the hammer's surface to match the reference, which has a hammered metal finish. You could use a cellular effect to create this, but fortunately, there is a fantastic hammered copper material in the asset library that you can repurpose for this.
November 12, 2025 at 3:37 PM
Forging ahead, it’s bevel shader time! With the hard creases in place, add the bevel shader to the high poly material and we’re in business. I’m baking to a low poly for this project, so I’m using the traditional high to low baking method.
November 12, 2025 at 3:36 PM
Weight your creases to maximum and the hard edges can drive the bevel shader like normal. If you’re using Blender, you’ll need to make sure your creased edges are marked as sharp as it doesn’t do it automatically.
November 12, 2025 at 3:36 PM
Hey! Yes I will absolutely be announcing here and also pinning it to my profile. Will see what happens with twitter first, but if nothing else, the flipped normals account would post it
October 30, 2025 at 3:22 PM
Yep! And while it's a little annoying, I've also been less distracted while trying to get work done 😁
October 28, 2025 at 1:12 PM
OH HEY I can actually respond to you here 😆 stupid twitter
October 27, 2025 at 7:21 PM
I actually recorded a section of my course today that covers exactly that! Subdiv: The Great Tug-Of-War with Rubber Bands 😁
October 16, 2025 at 2:38 AM
But as for when it wouldn't work... basically if you were trying to make an interior corner where the face had non-planar concavity. Since the pole is placed at the averaged center of the ngon's volume. If that makes sense 😆
October 16, 2025 at 1:51 AM
Yeah the only thing keeping it from not smoothing well with high distortion is the size of the face area. Bringing the 3 farthest verts in closer would fix that.
October 16, 2025 at 1:51 AM
😁 it's ok we've all been there
October 9, 2025 at 3:42 AM
In low poly, absolutely. But in subdiv, as long as the other program is using catmul-clark subdiv (most do now), it'll subdivide the same way. But yeah the triangulation edge turn issue also affects non-planar quads:
October 9, 2025 at 3:30 AM
Yes, absolutely. It's all over the map and I just implore people to use their brains and problem solve. 🤷‍♂️
October 9, 2025 at 3:26 AM
All of the common things you hear about them in subdiv:
- Only on flat surfaces
- Doesn't work on curved surfaces
- Doesn't work on deforming surfaces
- Produces bad topology
- Produces bad shading

All completely false.
October 9, 2025 at 2:57 AM
So here's the thing. Ngons shouldn't be in the final exported low poly. I can't really think of an instance where not triangulating them has any advantage.

HOWEVER, ngons in high poly gamedev models are 100% ok and even encouraged in most cases.
October 9, 2025 at 2:54 AM
Mostly for awareness. It's like THE topic with the most misinformation associated with it in all of 3D.
October 9, 2025 at 12:28 AM
I imagine you could try to do a normal->height conversion, but maybe they'll add that in the future 🤷‍♂️
October 6, 2025 at 2:27 PM
I just went and tested because I hadn't tried that yet. Does not not appear to bake in height data.
October 6, 2025 at 2:26 PM
If you want to know more about the baking process and vector tools used for this asset, you can read up on it in my previous threads. No high poly models used in either post.

Baking: bsky.app/profile/odde...
Vectors: bsky.app/profile/odde...
October 6, 2025 at 1:04 PM