Skip to main content

Posts

Showing posts from April, 2026

Sorting Table Renders

T he  next asset I've got around to texturing is the sorting table, and the renders are now ready to share! Like the pot launcher before, I discovered a few topology issues that bothered me, specifically the wheels and latches (see here ). So, I tidied them all up in Maya,  drastically  reducing the poly count. Booyah. In Substance 3D Painter, I was conscious to keep an eye on scale when texturing. The crab sorting table has quite large surface areas, so I had to constantly be aware of texture scaling to make the object look as convincingly accurate and readable in size as possible. After messing about with basic lighting and  renders in  Iray , I had a fun idea. I opened the sorting table and my king crab model  into a scene in Maya. Using the node-based procedural effects tool MASH, I created a  bunch of king crabs, scattered them using a random node and placed them above the table using a transform node. Next, I distributed the duplicates so no geom...