
Christina Lawson
3D Prop/Environment Artist
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
Christina Lawson
3D Prop/Environment Artist
Fern's Staff
Christina Lawson
3D Prop/Environment Artist
Stylized Tombstone
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.

This is my current blockout for the project, but it went through some iteration to get here.

My Reference Board, I gathered as many references as I could find that matched my vision for the project, and spent some time find a color palette that will give the scene the feeling I'm looking for.

I wanted to make an illustration to guide my work going forward. I'm not super familiar with environment illustration, and I think that shows here in how stiff and boxy the cabin looks, next to how curvy and whimsical my references look.

I wanted to move on to blockout to get a better idea of the space. I started replicating my illustration but the more I looked at it the less it sparked joy, So I took the part of it that I liked and remade the parts I didn't.

I ended with a much better shape for the cabin than before. I kept the architecture simple as I want to focus on textures and style, I still need to add other details before I can move on to proper modeling and sculpting, but I'm much happier with this.
Christina Lawson
3D Prop/Environment Artist
Environment Assets from COLDSNAP
Industrial Set Pieces
Christina Lawson
3D Prop/Environment Artist
Thermon
This hammer is what the player gets to swing around in COLDSNAP, bashing enemies and starting generators. The goal was for this weapon to feel heavy and powerful, with a more slapped together look, as if the player character assembled it himself.

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The concept art for Thermon

High poly from Zbrush




































