Christina Lawson

3D Prop/Environment Artist

Contact Me:
[email protected]

Christina Lawson

3D Prop/Environment Artist

Frozen Rocks

These rocks were created for a level in Coldsnap, a game developed by Icebreak Studios. I created four variations of frozen rocks for the level designers to place around the level in different orientations. The rocks are designed to be versatile and placed in any way the level designers see fit.
Time Elapsed: 4.5 hrs

Sculpted in Zbrush
Retopology done in Blender
Textured in Substance Painter

Christina Lawson

3D Prop/Environment Artist

Terrain Textures

These textures were created for Coldsnap, a game developed by Icebreak Studios. Each texture was sculpted in Zbrush, and baked down and textured in Substance Painter. Textures are seamlessly tileable for use on terrain in Unreal Engine.
Time Elapsed per Texture: 2hrs

Christina Lawson

3D Prop/Environment Artist

Fern's Staff

a 3D model of Fern's Staff from Freiren: Beyond Journey's End.
Blockout and Retopo done in Maya
Sculpt done in Zbrush
Textures done in Substance Painter

Christina Lawson

3D Prop/Environment Artist

Stylized Tombstone

The goal for this project was to maintain detail with a very low polycount. Most of the models details are held in the albedo with a little help from the normal map for depth.

Christina Lawson

3D Prop/Environment Artist

Stylized Cabin Diorama [WIP]


WIP Check In 4

Starting to render in Unreal to make the most of the textures I've been making. Lighting could still use some work, and there are some details I would still like to include, But overall I'm happy with progress.


The wood textures are all from the trim sheet. All of the flora are unique textures. Except for the bushes, which are the same as the tree leaves.


some of the assets used to decorate the diorama.


Overall I'm happy with the progress. More work can still be done but I've got a good base to work from now that everything is in engine.


WIP Check In 3

Progress is being made. I've started adding the textures I've been making to the model of the cabin. the trim sheets make all the wooden beams much easier to texture. I still need a cobblestone texture for the chimney and the foundation.


I revisted the plaster and made it much more subtle. I think it's almost too subtle now but when I add the brick texture with vertex paint it should blend with that well.


The sculpt of the brick texture. I sculpted 3 unique bricks and then used Blender's "Scatter on Instance" modifier to make the pattern. I made sure to keep the edges identical so the texture tiles seamlessly.


This is the brick texture that I plan to paint on the walls with vertex paint in Unreal. Some of the grunge came out looking a little repeatable but I do not anticipate this being an issue for the purpose of this texture.


WIP Check In 2

From last check in, I changed the blockout slightly. I felt the house looked underwhelming so I added an extra bit to the side, as well as making the chimney attached to the ground as it was in my original illustration. I wanted this cabin to feel stylized but real, so I have a mannequin to keep things sized properly.


I started by making some materials for the project. Since I have a lot of wood and metal trim planned, I decided to make a trim sheet to make texturing easier. This trim sheet has multiple options for wood trims and metal details, as well as a texture for door hinges or other metal braces. I included some example props made with this trim sheet.


This is a tileable plaster texture I made for the majority of the walls. I plan on having a brick texture to break it up with vertex painting so its not so uniform. That being said the details in this texture are still too prominent and this will have to be revisited later.


This is a tileable roof texture. I plan to break this up with moss and vines but I wanted this roof to feel solid and a little whimsical. I also modeled some single tiles to sprinkle in to break up the flatness of the texture.


WIP Check In 1

This project is only in its infant stages, and yet has had so many changes. My original plan to make a whole stylized scene was way over-scoped for the time frame I have for this project, so I cut it down to a diorama.