Joselu3D
@elJosby
🟠Environtment artist For hiring or freelance works : 📩 [email protected]
I completed the metallic part of my heroprop. Now I'm going to start the stone details. What do you think about it?🎣🎣


Between using decimate and removing the backfaces that will never be seen apart from optimizing Nanite a bit it gives me quite a bit of texture space and makes UV mapping easier. When I import it into the engine, I'll see if it causes any lighting issues. I’ll let you know !!


Working with Nanite is like this… And I have a problem. I accidentally overwrote the highdetail sculpt with the decimated mesh. When I start painting, I might need to remake it 🥲🥲 (2K texture 5.12 TD)

Wow, it looks really nice! The pipes don’t have UVs or textures yet, but they already let me create a lot of combinations to fill the walls. I’m really happy! 😊😊

I’ve discovered how complicated it is to make pipes mainly because there aren’t many stylized references, and also because sculpting cylinders is quite different and tricky. I’ll wait to see how it looks in the engine 😅😅

I’ve discovered that making pipes is actually kind of fun! I want to create some props to fill the empty spaces in my metallic UVs 🧪🧪

It's quite hard for me to get a good sense of everything without color, but the idea is to adjust all the color at once once I have the final lighting and the scene fully dressed. We'll probably start adding pipes and other elements for set dressing now😅😅

oday has been a day of decimating piece by piece everything I've been working on, and I don't know why, but my PC is running very slowly and keeps crashing while I'm doing it. Tomorrow I'll continue with the retopos!

The next thing I plan to add with these metallic textures are small pipes to dress the space on the walls. I think this level of detail will be enough, since they’re very flat elements and I’ll be able to add them through textures 🤪🤪

The most important thing I always try to do when starting a model is to define the silhouette, using the ClipCurve to mark the main breaks and in this case, break the cylindrical shape to make it look more worn from use or time 🤌🤌

Next props! All credit for the references goes to @lowpolycurls (sorry for mentioning you so often hahaha!) 😳😳

I'm not a 2D painter, but I tried to analyze my sculpt to remove unnecessary noise and create better silhouette and visual flow🖌️🖌️


My texturing practice on a simple 3D model 🎨 #gamedev #3d
I’ve taken a few days off because it’s the fair in my city. At times, working on such a big project has been overwhelming and I haven’t performed at my best. Today I’m slowly getting back to finishing the sculpts, and I hope to feel recharged by tomorrow 🔋🔋

This shows a bit of my sculpting process: I start with a strong silhouette, then refine it with secondary details and intersections. I try to follow flow and big-medium-small rules, but I'm still learning, practice makes perfect!

A quick shout-out to the reference artists: curlscurly & sbaldwin999 on ArtStation. I want to finish the doors today, and tomorrow I’ll try an overpaint. It’s a bit challenging for me since I’m not very good at painting, but I’ll do my best

This is how far I’ve gotten with the door so far. I’m taking inspiration from some doors by Seth Baldwin. There are a few parts I like, but overall I’m not really loving how the wood looks. Could you give me some feedback to apply tomorrow? 🥲
