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Posts by Josh J Beck
For folks curious, a chunk of my concepting was for Field Maintenance in Dire Marsh and designing the big harvester vehicles. What @ninehydras.dev and the world art/palette team did is so so rad
Old industrial Waterfront
神田 / Kanda
A Substance Painter screenshot of a detailed, fairly accurate 3D model of the central portion of an AT-ST from Star Wars, complete with realistic weathering.
The same model with the same weathering except it also has the 'jazz solo cup' pattern painted in jagged streaks along the sides and front of the cockpit.
Haven't been posting as much personal art because I am focusing on some NDA work, but just a reminder that as an artist you can make anything you want
Some messing around with plasticity and the marmoset bevel shader.
Done. This was not easy, took a few tries. There are a few mistakes but for the purpose of learning I'm happy with how it turned out. Also exported it into ZBrush for testing (2nd image)
[ #3dmodeling #plasticity ]
www.artstation.com/artwork/oJkvEw Here's another weapon from the hd2 project!
人形町 / Ningyocho
This feels like the texturing version of spinning around my model.
Playing with carve groups in @marmoset3d.bsky.social to get grey metalness values through intermediate oxidation.
Saw this on Artstation too! Amazing work as always.
Final Fantasy 7 Midgar Shops I remade for fun
belgianbooleancg.com/projects/8lY...
From this point forward, as part of managing priorities & focus, I'll be stopping the dailies here (at nearly 4 years!!!)
Was a fun way to build confidence in modeling, get comfortable with new tools like Plasticity or Marmoset's texturing, etc. and perhaps I'll do something similar in the future.
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more people have followed me ao I just wanted to let them know about this list, and also if you’re a 3d/vfx artist just lmk and you’ll be added!
Heya friends!! I’m back with some more progress on the revolver. Slowly but surely 🫶🏻😊
#b3d #3d #blender #zbrush
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Plasticity exercises continue 🙂
[ #plasticity #3d #3dmodeling #hardsurface ]
In terms of amount of work/time needed compared against the result, pure subdiv can't compete with the bevel shader workflow. Not to mention the time it takes for edits.
Top is subdiv w/ sharp creasing + bevel shader and bottom is subdiv.
The top could be used as the low poly with fewer changes
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A wip of a sci-fi building generator I've been playing with #houdini
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