Critical Role Fanart

I’ve been watching watching critical role non-stop for about 2 months so it felt appropriate to make some of the character’s signature weapons from the show.

Bedroom props and update

After a hefty hiatus I am now back and feeling better than ever. I’ve started work on another small project, a nice modern bedroom decorated with antiques and wooden furniture. It’s interesting how much my workflow has changed after practicing for so long, and I’m happy with the way these are turning out.

Sinclair Gas Station progress

Some screenshots of the progress I'm making on my Sinclair Gas Station piece. Trying a different approach than I usually do and making each asset to completion before moving on to the next one, so far it's a nice refreshing pace. Follow my progress on Twitter and Instagram @lloydPabon3d

Adventure in a Flask

Been having a rough time with a creative block the last month so I decided to take a step back and just make something I thought would be fun for a bit. I’ve been struggling with motivation so it feels good to actually set a goal and finish it.

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Based on the concept by the extremely talented Nicole Mendez, follow her on twitter @thesketcher06 https://twitter.com/thesketcher06

New Project , One Step at a Time

Finished up the first piece of my new big environment project. My goal for this one will be to recreate the first 3D environment I modeled which was an old Sinclair gas station. I’m taking a different approach to my process and instead of modeling every piece and then texturing them at the same time, I’m finishing each individual piece to completion one by one. Here’s one of the main hero assets: a gas pump.

Pirate Den Diorama

Finished putting the final touches on this piece, it was fun to make and a good way to get back into working every day. Rendered in Maya using Arnold to get more detailed renders. 

And here's a shot in-engine.

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Back on the Grind

It has been a long and necessary hiatus but I am back and ready to keep creating and improving. The last few months have been crazy hectic what with graduation and moving to a new place but it's finally settled and I've had the chance to get a new PC to start working on my craft again. I wanted to share this little side project I've been using to warm up and get back into my usual modeling routine, it's a diorama style pirate den and it's been a lot of fun to practice with. 

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I've also been learning how to use Bullet and MASH in order to get this "overflowing" effect on the treasure chest.

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I'm very excited to continue to give weekly updates on all my current and future projects. Stay tuned for a big project announcement next week!

Weapon Stand Week 10: Video Fly-through

Here's the last checkpoint for this project while I'm in school. It's a first pass at the camera shots and there's definitely more to do in the future regarding cleaning up textures and adding more to the hallway. Overall I'm very satisfied with how this is turning out, it really is the culmination of everything I've learned in the last 4 years. Next week is my graduation so the blog might take a hiatus for a while, but I'll make sure to keep updating as much as possible with future projects. 

Weapon Stand Week 9: Set Dressing progress and Texture Updates

The walls and floors textures have been cleaned up and more touch-ups have been done to the gun model. Additionally I realized that where the hero asset was placed there wasn't much to draw attention to it other than it being the centerpiece, so I added the cloth under it to make it more interesting. Lighting and more objects along the hallway are being edited for the final shots of the video and should be done by the end of this week. 

Weapon Stand Week 8: Lighting 3rd Pass, More Assets Implemented

Went in more detail with adjusting the color grading using the Post Process Volume, I also adjusted the bloom effect for the lights and the Ambient Occlusion slider to highlight the edges of the structural pieces. Started to add more assets in order to fill the rest of the hallway and have it look more lived in. Next few weeks will be more adjusting and creating some detail assets. 

Weapon Stand Week 6: Main Textures Finished

It's been a tough week but I finally got all initial meshes textured. Now it's time to make any extra details that could go around the scene to add more clutter to the empty spaces and break up wall and floor textures. 

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Weapon Stand Week 5: Textures Started

The Hero Asset has been finished modeling and is now receiving the first pass of textures along with some other assets. It's been a tough week with getting all my other projects piling up, but I'm confident I can complete my task in time.

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Weapon Stand Week 4: More Implementation and First Lighting pass

More assets were now added into the scene and the first pass in lighting has been done. I decided to use the flood lights as the primary source of light and only have one lantern in the back for the dark in the corner, I also tweaked some of the lights in the hallway using the temperature sliders. 

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The hero asset has also been modeled and is awaiting UVs.

Weapon Stand Week 3: Unreal Implementation

Modular assets have been put into Unreal Engine and set dressed. As I was placing the assets I started to come up with ideas for some extra props I could put around the scene that would help tie it all together such as shipping crates, gas masks, and some pipe bombs in the crates. 

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Progress was also made on the hero asset, the general size and shapes have been blocked out and now I'll take it into Zbrush to start on the details. 

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Weapon Stand Week 2: Modular Assets

General modular assets modeled, UV'd, and ready to be put in engine for set dressing the scene. I wanted to keep the scope of the scene small in order to give each piece the same amount of detail work when I start texturing.

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Weapon Stand Look Dev Week 1

  • This study will focus more on the Look Development aspect of a project rather than just the creation and integration of game ready assets into the engine. It will also allow for a better understanding of the “Post creation” aspect of making environments in UE4 such as Lighting, Optimizing, Post processing, and Particle Effects. The outcome would be to create a small environment that looks and feels realistic while at the same time being optimized to be used in game. The small scene will be a Weapon Vendor Stand with a Customized Gun surrounded by miscellaneous items such as bullets, signs, cartridges, and health items. The environment is an old abandon subway tunnel based on the real life Pecherska metro station in Russia which I've previously created.

The Hero Asset will be an AK 74 Bullpup Rifle.

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