Jordan Cain @oddenough.art · Oct 3

For this, I’m using a midpoly flashlight model with profile-defining booleaned details that I had cleaned up. I marked every edge that I wanted to be beveled as both sharp and as UV seams then unwrapped accordingly. 2/10

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Jordan Cain · Oct 3

After using the same Low to Low baking and bevel shader method I covered in the previous thread, I created a texture project using the resulting baked maps. From here, I can add all of the remaining details using only vector layers. 3/10