SOFTWARE
Blender, Substance Painter, Substance Designer, Photoshop, Marmoset Toolbag
To create this charming ode to the classic arcade game Metal Slug, Brazil-based 3D artist Marcos Motta spent around two weeks using a modern workflow that consisted of bevel modelling through Blender-based shaders. “The great advantage of this workflow is that I can bake it into a normal map, without actually modelling,” he explains, “and that I have perfect bevels without spending hours in hard-surface topology with crazy Booleans. I can simply bake the rest of the maps in Substance, using my normal map as high-poly mesh.”
Motta strove not just to translate the SV-001 design from 2D to 3D, but to imagine how the design would look today, with flashy colours, stylised shapes and more.
“The workflow is really simple,”…
