Pasta
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pastap.bsky.social
Pasta
@pastap.bsky.social
Self taught student 3D Artist specializing in hard surface environment/props and weapons. Hat in Time modder.

https://www.artstation.com/pastapillows
Business: [email protected]
I posted some of my favorite assets I made from the Truck Stop Dine n' Delivery mod made for Timmy Day on my portfolio. Take a look! www.artstation.com/artwork/Zln8X8
November 14, 2025 at 5:42 PM
day 31-32, still experimenting with new techniques and workflows
November 11, 2025 at 10:19 PM
see you next time, air rider...
November 9, 2025 at 9:35 PM
I'm gonna start sharing what I've been working on here: I'm recreating Mario Circuit from Mario Kart World as a study. This is about a month in, I'm making this in the free time that I have away from work so it's definitely slow going. None of what I have here is final, still really WIP
November 5, 2025 at 4:26 PM
Here are a closer look at the graphics I made for my entry!
October 17, 2025 at 2:43 PM
finished the sword from the other day! more renders on my artstation, located here: www.artstation.com/artwork/kNPyPx
October 13, 2025 at 12:59 AM
Gladius update (still WIP)
October 12, 2025 at 1:04 AM
off day today, so I modeled a sword-shaped letter opener that I have on my desk to decompress. I should post the main project I've been working on here, come to think of it
October 10, 2025 at 12:04 AM
I worked on the ship for this mod! I would like to give it some more love (a bit more texture work and some proper renders to boot), but unfortunately I have some more irons in the fire... 👀
July 17, 2025 at 12:27 AM
the difference between last post and this one is the handle geometry. I decided that I hated how I had it, so I edited the geometry on it and I think it was absolutely worth it!
June 17, 2025 at 4:45 PM
now I'm cooking, finally calling this almost done, all that's left is to draw an inventory icon for it. forgot to tick CPUAccess in the mesh properties when I re-imported so the VFX bugged out again, but other than that I'm pretty happy with it!
June 17, 2025 at 4:44 PM
been on this for long enough, so at this point I think I'm pretty happy with where it's at. all that's left is to draw an inventory icon, then it's onto Nexus Mods with it
June 10, 2025 at 2:55 PM
I added an enchantment to the sword I've been experimenting with; absorb fatigue has VFX that's maybe a little obnoxious when it triggers on strike, but the sword itself is looking pretty good in motion. learned a few things about texturing, and that's hat it's all about
May 30, 2025 at 3:53 PM
studied up on textures on vanilla weapons in OBR, then I went back and redid my UVs and did some experimentation on the texture mainly on the blade. definitely getting closer, but still a ways off!
May 27, 2025 at 4:50 PM
it's a lot closer, but it's still a ways off from actually looking like it fits in the world. left is before and right is after minor adjustments. modding weapons into OBR is going to turn out to be really good texturing practice
May 26, 2025 at 5:45 PM
obviously none of its textures fit with the rest of the world and it's super shimmery in first person for some reason, but it works. pretty cool! I didn't need another excuse to model more swords, but having this in my back pocket is pretty neat to have I'll admit!
May 23, 2025 at 3:58 PM
Did something for fun, went and did some research to see about doing some Oblivion Remastered modding. I wanted to see if I could throw in the Gotterdammerung fan art that I did back in January into OBR, and it turns out that I can!
May 23, 2025 at 3:58 PM
Put up an artstation post for the Xeno-Basher model I made, featuring renders done in UE5! www.artstation.com/artwork/zx9qKm
April 2, 2025 at 4:04 PM
today is the only day I get to post this
March 25, 2025 at 2:09 PM
I finished! you can grab the mod here: steamcommunity.com/sharedfiles/...

now I need to get this on my portfolio, and then it'll be onto the next one
March 22, 2025 at 9:46 PM
2/2 I spent days trying to figure out how the skeleton here could get affected by gravity with no such success. after countless hours trying every option known to man, I eventually settled on the rig being manually offset to give the illusion that the keychain is being affected by gravity in-game
March 22, 2025 at 1:08 AM
the inventory icon is all well and good, but I completely forgot to mention that I moved the keychain on the other side and agonized over trying to get its physics right. looks pretty good... until you see how I rigged it! 1/2
March 22, 2025 at 1:08 AM
drew my own inventory icon and tried my best to match the established art of hat, I don't think I did too bad, but it's still pretty obvious that I'm a far better 3D artist than 2D artist 😛
March 20, 2025 at 2:09 PM
almost there, just have to rig the keychain (which clips into hat kid's head the majority of the time) and get proper sounds
March 8, 2025 at 7:24 PM
texture on the xeno-basher is done, now to get this in-engine and tinker with the metallic and roughness values, then I'm going to look into making this dye compatible, then lastly give the keychain some physics
March 7, 2025 at 12:43 AM