Magma Dragon from Dragon Cave
Another subject to experiment textures on. I accidentally laboured over this model for 12h straight without noticing, can't recommend. It's not perfect, but it's pretty solid and I'm happy with it for now!
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Magma Dragon from Dragon Cave
Another subject to experiment textures on. I accidentally laboured over this model for 12h straight without noticing, can't recommend. It's not perfect, but it's pretty solid and I'm happy with it for now!

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Pumpkin Dragon from Dragon Cave.
I've had this sit in my folders for a week and a half bc I was not happy with the vines and leaves, but I realized that I'd never get this done if I kept fucking around with them.
Check out this pumpkin tutorial! I learned a lot about displacement and layered details from it.
Geode Dragon from Dragon Cave.
This time I practiced adding multiple materials on a single object. I'm still not fully satisfied with the crystal parts of the dragon, but I suppose they would pop out more with some lighting adjustments.
Learning to make and bake procedural materials to image textures for game props. I'd like to make some Ancient Greek inspired things, but to do proper black-figure or red-figure pottery — with actual figures, not just a fully procedural pattern like these — I'll need to learn to draw/create layer masks with specific imagery in the right style.
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Doing some material tests with the new "LFO _Ultimate Procedural Material Library for Redshift" for Cinema 4D. Astonishing stuff in there, fully customisable, and the "node tools" take it even further, though I've yet to understand them all! Fun!
The wood changed, and then I started to add metal that sort of looked like teeth at first.... But now is starting to turn out pretty sweet.
I’m currently attempting to enter the Substance Designer procedural material contest. I’ve decided to try my hand at something stylized. I haven’t seen too many stylized procedural materials. This has been my progression so far.