Feb 2024 - WIP Chest and Tholos

General / 02 February 2025

Gone back to finish the tholos, I have finished all modelling areas (need to finish up some details on the centre roof and perhaps fine tweak the center well.
I am very happy how is this coming along. Next I will do some place holder textures and start implementing in unreal 5 to see how it turns out.

This is also some of the UVs that I have done for the tholos, I think these are the cleanest UVs that I have done for a building for sure.



Also did a sculpt before and after retopology, with a bake on the right. I think the result did come out alright. Might finish this with a good texture to call it a day.

Looking forward to see what I finish next!

WIP - Rock Pilgrimage

Work In Progress / 22 November 2024

I did a bit of work in progress with an environment piece. It has been great! Let me share it with you!


November 2024 - WIP

Work In Progress / 21 November 2024

I wanted to share some stuff that I have been doing for the past few months. Nothing completed as this is all just work in progress. I am still learning to finish work, and work just a few things at the time. However it is hard because I always crave for novelty, and a lot of times I really like to explore and play. However I am trying to adhere the rule to stick to just 2 projects at a time to get more completed projects

Thor - Character

So this is a character block-out that I did with shapes to show my students how to start prior with making a character. The secondary shapes are important to block out before combining them into a dyna mesh, and then remeshing them. 

Tholos

Been working on a greek mythology ancient architecture for my environment. I wanted to learn how to work with modularity while learning about Greek architecture. I do have the whole building blocked out, and now I am in the process of art blocking a lot of the elements to implement in Unreal. 

I do have the roof tiles in place, but also some of the walls and other pieces. I did change the over-all design a couple of times. 

Rocks

And last, been working on an environment that is focused on a naturalistic approach on sculpting rocks. 

I was initially going to build a rock garden with some simple rocks, but then I decided to give it an approach where there's more storytelling with the concept of pilgrimage.

Anyways this is just an "art dump" of stuff that is not portfolio ready, but I wanted to show some of the work that I have been doing in the past few weeks. 

This is a draft concept art with composition and values in mind to place some of the assets while providing some context of a traveling path. 

Some of the block-outs that I did, but I was not happy to this so that is why I did the concept art above later (going a step back) 

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sRBG values Remedy Alan Wake 2

General / 24 September 2024



I recently came across a GDC talk from Remedy by surprise, and I wanted to save these "safe" albedo color values in a more accessible format. I’ve taken screenshots from the video and saved them here. While the colors might not be 100% accurate, I color-picked them, and the values are close enough for the 0-255 range.

According to the slides, this research was originally based on work from Remember Me, which was done a few years ago.


For albedo, the darkest blacks should sit around a value of 50, unless you're working with black plastic, where it can go down to 30. The brightest values should be capped at 232, except for fresh snow, which can reach 243. The reason behind this is that, unless you're dealing with absolute black, even dark colors reflect some light.

I’ve also included a screenshot showing the albedo values for metals. You can find more of these guidelines in the Substance documentation here, the PBR Guideline.

The talk, given by Benjamin Lindquist and Miro Vesterinen, also covers some interesting techniques they used in their environment design.

If anyone knows of a tool for Substance Painter or Designer that can help check albedo values to ensure they're not too bright or too dark that simulates what Benjamin is doing, (or perhaps make one for us AS!) please let me know! I'd love to share it in this article.

All rights to the slides and content belong to Remedy Entertainment.



Quick Maya Tips: How to make Group instances!

Tutorial / 13 September 2024

I've been hard at work on new tutorials for my YouTube channel: Paco 3D Art!

In this video, I’m excited to highlight the benefits of creating group instances in Maya! This technique is perfect for duplicating repetitive areas in architectural designs, or for mechanical features that require symmetry along multiple axes. What’s even better is that you can add additional deformations later, or use the Duplicate Special options to customize scale or rotation for each instance group.

One of the coolest features is that when you add an object to the master instance group, it automatically propagates to every instance. This is super handy, but it’s also something that tripped me up when I first started working with it.

If you're short on time, feel free to skip ahead to around the 4-minute mark (there are also chapters!). Below, I’ve included a screenshot of the steps. The key trick is to create an additional "null" group and use Duplicate Special while selecting the parent group.

Hope you enjoy this quick Maya tip! Video is below the image. Remember to subscribe if you have enjoyed the video! 



Intro to Maya - Lesson 9: Maya Components

General / 14 August 2024

I created a tutorial that explains what are components in 3d modelling within Maya, and how to switch rapidly between these component types. But also on how to make some component selection tips and techniques.
Have a look on this free educational video on how to use Maya. 

For any other introduction tutorials on how to use maya feel free to come to my channel at youtube.com. 
With time the tutorials will improve with quality as I make more content. Feel free to subscribe! 
Intro to Maya Lesson List

Throne room RMIT 2010 (OLD WORK)

Making Of / 23 February 2024


As I delve into the archives of my computer, I stumbled upon a piece of artwork from my university days in 2010 that I had shared on my old website. This particular creation holds sentimental value as one of my earliest ventures into 3D art using Maya during my time at RMIT.


Back then, my grasp on modeling was in its infancy, and my understanding of Mental Ray was rudimentary at best. The rendering process was quite a challenge, with each frame taking a staggering 50 minutes due to the inclusion of intricate god rays, glows, and refractions involving crystals.

To meet the deadline for a 20-second animation and lacking batch rendering skills or techniques at RMIT, I resorted to an unconventional approach. Over the course of two days, I loaded my files onto 17 class MAC computers, distributing the rendering workload across multiple machines. This required me to stay overnight at the university, catching some sleep while the images rendered.

The effort paid off, and I received a commendable grade of 86 for Imaging and Animation. Interestingly, the piece became a reference for future learners, as my teacher used it to exemplify what could be achieved. Although it's too antiquated to feature in my current portfolio, I felt compelled to share this piece with you all.


Portable Console WIP

General / 20 February 2024

Did some basic renders of a work in progress Handheld. I will upload this piece soon. 

Plasticity Sketches 01

General / 26 December 2023


Currently I am learning some Plasticity, a CAD designed from the ground up to be more friendly for artists. I have only done a few exercises following https://www.youtube.com/@nikita.kapustin


He seems he has been using Plasticity for a few months already and has a lot to teach. I am not entirely sure on his teaching techniques as he rambles a lot and lacks structure, however it is currently the only You Tuber that has content to show, if anyone has anything to share on Plasticity in terms of tutorials, let me know! He also has a  a tutorial site at https://www.skool.com with Ultimate 3D. 


https://www.instagram.com/p/CvzeFVkLqoL/

I hope with time that I can focus on hard surface modelling with a combination of Blender, Plasticity, 3D Coat with a focus at doing props for some time.  

Because none of this it portfolio focused I shall update it in the Blog or Instagram for now. 

Ncloth experiments, Plus Marvelous Designer Bags

Work In Progress / 12 December 2023

Hello everyone! I wanted to start using more often the DEV Blog on Artstation to show updates of what I have been doing lately. 

Things that I have been learning lately:

I have been doing some cloth simulation with Maya. And I cam up with some interesting results. However I decided after experimenting with Zbrush as well, to go with Marvellous Designer. 

One of the first so so successfull tests that I did with NCloth
Not entirely sure what happened here, but it was fun!
Followed tips to make a cushion. 
Did some experimentation. 

However these was all R&D tests, and after lots and lots of tests, I decided to use alternative and faster means after a lot of iterations on the bags. 
These are of course all work in progress and we were trying to get the Look. In the end I got a much better result using Marvellous. This was an interesting test because I was aiming for reality while still having perfect look that was close enough. 

The following images were rendering in Marmoset Toolbag. It was much faster and it gives great results. I also did the textures in Substance Designer. I have used it before but, not do this level. 


However unfortunately the client wanted a "perfect" look that took away all the detail leaving something more bland. These will not be the bags that I will decide to use in the end in my portfolio because they look way too sterile and boring. I will however remove their logo and make up another brand to showcase it. 




Other than this, I have also been learning Blender, Substance Designer, Plasticity, Fluid effects. It has been a really productive few weeks.