Jake Benbow
@jakebenbow
3D Artist @ Vertpaint Prev Futurlab on Powerwash Simulator 2 • Bithell Games on Tron Catalyst Artstation: Gumroad:
Wrapped up the work on the latest prototype I'm calling KinMerge. It's like 2048 with a light strategy layer, all dressed up with a Dune vibe. It's pretty fun to knock around in, if anyone would be up for playtesting and giving me some feedback I'd be chuffed.
I know prototypes are supposed to be quick and dirty greybox, but sometimes an idea needs a bit more of a visual element. This is the early stages for figuring out my slide and merge dynasty sim - 2048 meets Dune
Been having lots of fun with Tears of Metal. It's got a bit of Mount and Blade or Dynasty Warriors thing going on, all wrapped up in roguelike runs
First game jam in years, done. Weight Expectations is a store simulator where you balance items with junk on a physical scale to fulfil customer orders. Made in two days for #KenneyJam
I’ve spent the past months getting back into game dev. Four learning projects of classic games to refresh my skills and build upon what I’d learned during game jams years back. I’m finally out of learning land and today I started proper prototyping on one of my ideas 🙌
Little test in Unity. It's surprisingly painless to get textures from the iPad over to the PC, I could definitely see it being a viable workflow for some assets. If there was too much back and forth I could see it being a pain though.
Playing around with iPad workflows - sculpting in Nomad and texturing in Procreate
I’m incredibly excited to be starting a new position as a 3D Artist at @futurlab.co.uk this week! 🥳 It's another step in my journey and one I'm really looking forward to, with some fun projects on the horizon and a super friendly and welcoming team!
Process breakdown for the rocks in my current personal project. Sculpted in ZBrush, processed in Houdini, rendered in Unreal.
Been learning a bit of speedtree for a personal project I'm working up. Very out of my wheelhouse but happy with the results, might revisit them again later to make a few tweaks. Shoutout to @artofdape.bsky.social, would recommend his excellent vegetation course to anyone starting out with trees.
#01 - Overgrown Would it even be a monthly challenge if I didn't immediately fall behind schedule... Definitely need to improve my speed and try to not get bogged down in the weeds, but I do think this turned out really nice! #Mayterials2025 #Mayterials @theclubdiscord.bsky.social
Got one more project that I wanted to get finished before the end of 2024, but it's still been a good year. Excited to move on to even bigger and better things in 2025! #ArtStationRecap2024
I'm really happy with the way this turned out, and how it straddles the line between realism and stylisation. The materials read well but they've still got that sketchiness that I love more renders on Artstation too: www.artstation.com/artwork/1Nwk63
Another material study from this year, a thick and chunky rockface. This was one of the jumping off points for that underground base environment that I've still yet to finish, which I will *definitely* return to finish before the year is out...
Some more old work, this time based on a concept by Brian Sum from his AFTRMRKT art book.
A procedural approach to hand painted normal cracks in Substance Painter. I just paint in a single mask and then some slope blur and anchor point tricks give me both the light and shadow faces of the crack without having to paint them independently.
Some more old work, a bamboo wall material study from back in the summer.
Some more old work from a few years back, where I made a little run of daily hard surface studies. Very fun, and a very valuable exercise. These sorts of renders were what really got the ball rolling for me in terms of building a presence online, so I have fond memories of them.
The first of a series of material studies I did back in the summer to get a bit more familiar with Substance Designer. The second render is my favourite, where I've just plugged a different tile generator into the graph - shows off the power of a good procedural setup.
People liked this video back when I posted it on Twitter, so I'll repost it on here for fresh eyes 👀 This is a way of creating masks out of painterly textures and using those to quickly lay down interesting shapes and strokes early on for some nice stylized colour and roughness variation!
Started the sculpting on this, getting back into the ZBrush headspace. I also binned off the braided handle in favour of a more makeshift wrap, gives the handle a more interesting shape and it'll also expose the wood underneath for some material breakup