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Solutions Architect at Epic Games and Instructor. Follow for the latest updates!
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Stop Copying Tutorials. Learn Game Art Workflows.

Most people learn game art by copying tutorials.
That only works until the asset changes.

I focus on workflows, not button clicks.
Modeling → baking → texturing → real-time, all connected.

If you want to build game-ready assets that actually hold up, this is for you.

🎮 Game Art Program link in bio

#gamedev
#gameart
#3dartist
#3dmodeling
#blender3d by @onmars3d
6
10 months ago
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🚀 The OM3D Masterclass is Live! 🎉

The 3D Modeling and Topology Masterclass is finally here! Learn professional workflows, build portfolio-ready projects, and master Sub-D modeling like never before.

💥 Launch Offer: Use code LAUNCH2024 for 20% off—valid until the end of the year!

👉 Link in bio to enroll and start leveling up your 3D modeling skills today!

#3dmodeling #subdmodeling #topology #autodeskmaya #blender #3dart #cgi #vfx #gamedev #gameart by @onmars3d
9
2 years ago
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😂 When Shading Artifacts Ruin Your Model... 😂

We had a ton of fun making the intro to my latest video! If you've ever struggled with shading artifacts, you’re not alone. Learn why they happen and how to fix them in the full video!

🔗 Watch now! Link in bio.

📚 Want to master Sub-D modeling? Check out my course at onmars3d.com!

#3dmodeling #subdmodeling #topology #autodeskmaya #blender #3dart #cgi #vfx #gamedev #gameart by @onmars3d
30
2 years ago
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Finished model to UVs, bakes and skew fixes in minutes. Substance 3D Painter 12.1 unwraps hard surface models in one click, and now you can paint skew right out of your normal map while it rebakes live. Full breakdown is on the Substance 3D YouTube channel.

@Substance3DArt #MadeWithSubstance #AdobePartner #substancepainter #3dart #gameart by @onmars3d
3
4 days ago
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Why Your Materials Look Flat

Building the base material, layer by layer. Color variation, roughness variation, height, and wear each get their own pass. Within a channel I’m stacking a big macro noise first, then a tighter micro noise on top for grain. That layering is what makes a material read as complex instead of just noisy. Each layer is driven by a mask with some natural randomness to it, grunge, clouds, Perlin, kept at low opacity or blended with a different mode. Little by little, flat color turns into something that actually looks real.

📚 onmars3d.com

#substancepainter #texturing #gameart #3dmodeling #gamedev by @onmars3d
9
9 days ago
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Bake These Before You Texture Anything

Before any painting happens, bake your mesh maps. AO, curvature, normal, thickness, position, ID. You can self-bake or go high to low, either works. Those maps are what Substance uses to drive your masks, scratches, and edge wear later. And I’m using Painter here, but Mari, Marmoset, Mixer, whatever you’ve got is fine. As long as it outputs a PBR texture set (base color, roughness, metallic, normal, height), the tool doesn’t really matter.

📚 onmars3d.com

#substancepainter #texturing #gameart #3dmodeling #gamedev by @onmars3d
2
12 days ago
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Stop Pulling Reference From ArtStation

Pulling reference from ArtStation is fine for inspiration, but those renders are someone else’s interpretation, not the actual material. Start with real photos of the real object and break each material down on its own. Find it brand new, then find it after years of use. Look at where hands touch it, where dirt builds up, which edges wear first. That’s what keeps your textures from looking like a smart material slapped on top.

📚 onmars3d.com

#substancepainter #texturing #gameart #3dmodeling #gamedev by @onmars3d
6
15 days ago
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How to Texture Anything in 60 Seconds

Most people finish a model, jump straight into Substance, turn on every channel and start painting. I used to do the same thing, and it never looked good. The fix is having an actual process. UV it, bake your mesh maps, gather real reference, build your materials layer by layer, then texture with a story in mind. Same workflow I use on every prop.

📚 onmars3d.com

#substancepainter #texturing #gameart #3dmodeling #gamedev by @onmars3d
4
20 days ago
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The Free Blender Addon That Does It All

More on TexTools, since there’s a lot more to it than texel density. It covers all the core UV tools you’d expect, but it also handles high to low baking and color ID setup, so you’re not jumping between addons. The one I’d check out first is Create UV Mesh, which turns your UV layout into actual geometry.

📚 onmars3d.com

#substancepainter #texturing #gameart #3dmodeling #gamedev by @onmars3d
2
a month ago
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How Complex Models Are Actually Built

Next part of how to model anything: breaking your model down into primary, secondary, and tertiary forms. Everything you look at can be reduced to smaller primitive shapes, and that’s how complex models actually get built. You’re not modeling one complicated object, you’re stacking simple ones.

📚 onmars3d.com

#substancepainter #texturing #gameart #3dmodeling #gamedev by @onmars3d
3
a month ago
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Straighten Curved UVs in One Click In Blender

This question comes up constantly: how do you straighten curved UVs? There's an addon for it. UV Squares straightens them out with one click instead of you nudging verts around manually.

📚 onmars3d.com

#substancepainter #texturing #gameart #3dmodeling #gamedev by @onmars3d
2
a month ago
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TexTools: The Texel Density Addon You Need

Another free Blender addon worth having: TexTools. Once you start taking UVs seriously, texel density becomes something you actually have to manage, and TexTools does exactly that, letting you control and maintain texel density consistently across your whole scene.

📚 onmars3d.com

#substancepainter #texturing #gameart #3dmodeling #gamedev by @onmars3d
3
a month ago
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