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@anathlyst.bsky.social
Artist/Modder/GameDev | AuDHD | - When I'm not drawing/modeling, I'm tinkering with shaders, and I also do a little music & animation linktr.ee/aik3.art
22 followers27 following43 posts
Aanathlyst.bsky.social

I use the matcaps available in Blender's "solid" view while modeling. I'll alternate between the 4 highlighted ones:

Blender interface screenshot:

In Blender's "solid" viewport shading mode, click the dropdown button next to the shading options and select "MatCap".  Click the preview thumbnail to bring up a list of matcaps to choose from.

For cars & reflective surfaces, I like to switch between the 4 highlighted options.  I'll default to the red glossy MatCap while I'm modeling, and briefly switch to the vertical & horizontal line MatCaps to check specific areas for imperfections
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Aanathlyst.bsky.social

My primary method for controlling the shading on low-poly models involves modifying the mesh normals using the "Data-Transfer" modifier (much like how I use the "Shrinkwrap" modifier on high-poly models)

Blender viewport screenshot showing the "Data Transfer" modifier in the modifiers panel.  
Normals on the final model are copied from two primary sources: 
-A merged, solid "soap-bar" model of the car's body to ensure a smooth flow from panel-to-panel (pictured on the bottom) 
-A collection of small, specialized meshes created to fine-tune the shading direction of specific surfaces i.e. vents, mirrors, lights, etc. (pictured in the middle)
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A
Aike
@anathlyst.bsky.social
Artist/Modder/GameDev | AuDHD | - When I'm not drawing/modeling, I'm tinkering with shaders, and I also do a little music & animation linktr.ee/aik3.art
22 followers27 following43 posts