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 geometry was intersecting, then added a dynamics node. Finally, I tweaked and fine-tuned the collision settings half a dozen times until I got a result I was happy with.
The end result?
Crabs strewn on the table!
Unifying the pot launcher and crab pot was enjoyable but populating the table with crabs and rendering the shots in Marmoset was VERY fulfilling after all these years. I will definitely look up more tutorials on the many features of the MASH tool in Maya. Like the dynamic simulation tools in Cinema 4D, it is going to be a massive time saver. Enjoy the shots below!
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| Jason Bartlett © |
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| Jason Bartlett © |
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| Jason Bartlett © |
![]() |
| Jason Bartlett © |
Thanks for reading :)








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