Just updated my portfolio with a new look & new logo. Feel free to check it out. Click the "Portfolio" tab or the image below to make the jump and check out my work. More will be added soon, this is the base update for now. Check back for more updates
Thursday, May 1, 2014
Friday, August 16, 2013
Aaron Eash - 3d Hard Surface Reel
My Reel for Hard surface modeling. Models include weapon props, Portal 2 Chacters/Objects (Owned by valve), my version of the tin man with a steam punk twist and a warfare Jeep. Some models took me a few days, some hours, and some were older models that I cleaned up and polished. Hope you enjoy. Thank you very much.
[Programs Used: 3D Studio Max 2012, After Effects CS5.5, Photoshop CS5]
[Programs Used: 3D Studio Max 2012, After Effects CS5.5, Photoshop CS5]
Wednesday, August 14, 2013
Hard surface Props
(Weapon Props Lighting Test: 3ds Max 2012)
I have been working a bunch on some hard surface models like props, vehicles and even environments. If you have been following me on here you no doubt have seen some stuff that has been littered here and there. I am aiming for a Friday release and if everything goes as plans (no computer crashes or urgent events) then I should be able to release on time. Stay tuned.
I have been working a bunch on some hard surface models like props, vehicles and even environments. If you have been following me on here you no doubt have seen some stuff that has been littered here and there. I am aiming for a Friday release and if everything goes as plans (no computer crashes or urgent events) then I should be able to release on time. Stay tuned.
Tuesday, July 23, 2013
Hard Surface Model Progress
Recently I have decided to work a lot on my hard surface modeling to make myself more well rounded as a modeller and get more opportunities of employment. There are 3-4 main models I am working on currently. I like vehicles, I use to model them when I first started but haven't modeled one in a while so if figured, since my family owned one, I would do a jeep. Here is the progress so far, tell me what you think.
(A/O Render using 3DS Max 2012)
Tuesday, March 26, 2013
Tin-Man Particle Test and just a general Update
Been working pretty hard on a bunch of projects plus dealing with some personal setbacks and events. Knowing I have support of fellow artists/friends and family makes everything possible and easier. Upcoming projects include some new low poly models and some animation. Keep your eye's peeled.
Peace and Love.
-Aaron
(Tin-Man: 3d Model/Texture/Particle Test Below)
(Programs Used: 3ds Max 2012, Zbrush 4, Photoshop CS5, After Effects CS5.5)
Peace and Love.
-Aaron
(Tin-Man: 3d Model/Texture/Particle Test Below)
(Programs Used: 3ds Max 2012, Zbrush 4, Photoshop CS5, After Effects CS5.5)
Wednesday, February 20, 2013
Super Hero Preview (Full Breakdown)
Full preview of the "Superhero Kids" based on the artwork of Andy Fairhurst. (http://andyfairhurst.deviantart.com/) Also testing out a new intro in here, what do you think of it?
Programs Used: After Effects CS5, 3d Studio Max 2012, Zbrush 4.0
Poly Count Breakdown
Iron - Kid (4200 Polys) - Captain - Kid (3450 Polys) - Magneto - Kid (4500 Polys)
(P.S. If you like the song, it is Electric Daisy Violin by Lindsey Stirling - Check her out)
Thursday, February 14, 2013
Growing Up To Be A Superhero
Well, it is Valentine's Day, the holiday of love. I felt I should share that love - and what do people love more than kids, superheros and nostalgia!
Thought I would give some more of a sneak peeks at my "Super Hero Kids" models, based on artwork from Andy Fairhurst. Here is a playblast from my scene as well as some rendered stills of the models themselves. The rest of the environment should be finished very soon. Stay Tuned and hope you enjoy.
Thought I would give some more of a sneak peeks at my "Super Hero Kids" models, based on artwork from Andy Fairhurst. Here is a playblast from my scene as well as some rendered stills of the models themselves. The rest of the environment should be finished very soon. Stay Tuned and hope you enjoy.
Saturday, February 2, 2013
Diversification and Aiming High
One of the reasons I haven't posted a lot of work in the last month is because I am simply working on many projects currently- and it is a little hard to decide on which one I should post/highlight. I am working on not only revamping old models but creating new ones, learning new techniques, and trying new styles. Teaching myself something new is what I love to do in my spare time, and enjoy carrying over to 3d.
That being said I am working on some new unique characters, some characters based off of some art I have seen by Andy Fairhurst (credit where credit is due), as well as learning Particle Animation in 3d and motion capture, specifically for facial animation. Instead of me just talking about it, why don't I show you?
-Motion Capture -
This is a rough test of some Motion Capture work I thought of doing the one day.
Some of the motions I did, did not translate as well as I would of hoped on my first attempt.
Things I have learned from this test?
-Audio is a little off, teaching me how to fix scaling/output in the future.
-More Markers that are more "Visible"
-Stabilization of footage and Head during Filming
-Better lighting
Created Using - 3d Studio Max, Maya, Matchmover, After Effects
-Better lighting
Created Using - 3d Studio Max, Maya, Matchmover, After Effects
Character(s) from reference art.
I saw some unique takes on kids playing superhero in artwork done by Andy Fairhurst. I thought, I really want to bring these kids to life in 3d, with a little of my own take, of course. Here is a play blast of some of the characters I am currently working on.
(All art is based on Any Fairhurst's characters and illustrations.)
All models created using 3ds Max and Zbrush
Monday, January 14, 2013
The Tin-Man Commeth
Working on tweaking, texturing and rigging my own little Tin-Man. His environment is still under construction as well as some props but I figured I would show you a little of what I have been up to. Lets just say rigging a steam-punk-ish robot is sadly not very similar to rigging a human. Good times. Here is a sneak peak.
Some of the goodies are hidden, gotta build up some suspense.
You might be thinking, "That is a lot of controls!", but I assure you, he has a lot of moving parts.
You might be thinking, "That is a lot of controls!", but I assure you, he has a lot of moving parts.
(Screen Cap)
(Programs Used: 3d Studio Max 2012)
Sunday, January 13, 2013
Portal Scenery
Have been working on some re-texturing of my Wheatley model as well as creating some new models including a turret and some lovely companion cubes. I have also been working on some simple rigs for animation. What I have to show you is a quick snip-it of animation (without audio, though that is coming) of a scene from my upcoming demo reel. Hope you enjoy.
All models have been completely modeled by me, Aaron Eash. Textures range from self made textures as well as recreations of textures from game assets. Animation and Rigging done by me as well. Audio coming soon.
Programs used: 3d Studio Max 2012, Photoshop CS5, After Effects CS5
(Characters and Objects, 'Wheatley', 'Companion Cube' and 'Turrets' are property of Valve and their Game(s) Portal and Portal 2.)
Tuesday, January 8, 2013
A New Year - A New Goal
First of all I want to wish a belated Happy Holidays to everyone, and I hope everyone had a good New Years. May the year be pleasant and full of joy for you and everyone in your life.
Recently my hard drive failed right before the holidays so that has put me back a little. Since re-installing a lot of my software and trying to recover a lot of my files I have begin working on new 3d models as well as revamping previous models in preparation for my updated 2013 demo reel. Some of these projects you might have seen before but have been rebooted and polished, this will also include some new content. I will include a teaser of my demo reel here. Another thing that I will include is a model of Bane (The Dark Knight Rises) that I have been kicking around when I have free time. Feel free to let me know what you think via any of my contact info, though email is preferred.
("Wheatley" and "Companion Cube" are characters of Valve's video game series Portal and Portal 2.)
New Update to my previous Portal environment render. Hope you enjoy.
Render V.2 (With Turret, modeled and Textured Today - 1/9/2013)
Render is a low res "View-port Grab" Render. Un-textured.
(Bane reference is from The Dark Knight Rises, property of Warner Bros. Pictures, Legendary Pictures and DC Comics.)
New Update to my previous Portal environment render. Hope you enjoy.
Render V.2 (With Turret, modeled and Textured Today - 1/9/2013)
Render is a low res "View-port Grab" Render. Un-textured.
(Bane reference is from The Dark Knight Rises, property of Warner Bros. Pictures, Legendary Pictures and DC Comics.)
Tuesday, November 13, 2012
Non-Stop Working
Recently I have been working on some stuff for a freelance type of deal, but in my spare time I have started my own project, well projects, but more about the others later. For now I am focusing on a new 3d reel that shows off a lot of different work styles in one reel. For now I will show you the test A/O development reel of the Tin-Man. Hope you enjoy.
(Tin-Man: High Poly Hard Surface Model)
(3ds Max and Zbrush)
Tuesday, October 23, 2012
Work Bench
I have been wanting to do some armaments and weaponry but have been trying to increase my skill in hard surface modeling more and more. This most recent project was to try and recreate one of my favorite sniper rifles, the Barrett .50 Cal. I was first introduced to this gun playing Call of Duty's Modern Warfare series. I always like the bluntness of the design and it filled with little details that are hard to recreate. I am also working on revamping my 3d reel which should be coming up in the next few weeks, so keep your eyes peeled.
This is my rough, higher poly model of the Barrett Sniper Rifle. Whenever it is finished I will upload the fully textured model including wire-frame as well as probably a dropped down poly count. Just wanted to keep you updated on some of my work. Hope you enjoy.
This is my rough, higher poly model of the Barrett Sniper Rifle. Whenever it is finished I will upload the fully textured model including wire-frame as well as probably a dropped down poly count. Just wanted to keep you updated on some of my work. Hope you enjoy.
(Program: 3ds Max. Poly Count - 7k)
Thursday, October 11, 2012
Animation Test Reel
Recently I was asked to show off if I know how to animate, I put together a few scenes that I had a major part in, there are more I just wanted to make it quick and edit together something that shows off some of my skills as an animator with body motion as well as lip sync and facial expression. I might be posting more on this issue as much as individual scenes if I can find the original files and render them/playblast them. This reel consists of about four scenes some rendered, some playblasts, just to show off the animation. Feel free to comment. Hope you enjoy.
(Details on the Projects.)
Number Crunchers was a client based production team project where we did the first episode of a concept show for the Fred Rogers Company and PBS with the help from the Art Institute of Pittsburgh. The models were done by a variety of people including Brittany Drew, Jesse Germello, Erik Bang, Cody Wilcoxon and many more.
Phat Mouth was a pilot teaser episode for an online/television miniseries done by a production team consisting of myself as the director along side Marcus Quarles, the Creative director. The other members of our team included Tega Esiso, Sarah Marshall, Jesse Germello and Sarah Marshall. We accomplished our goal but we believe that there is some tweaking in order before it is released on youtube or anywhere else.
Tuesday, August 28, 2012
Widening my gaze.
Starting to broaden my horizon, in not only a philosophical sense, but also a very literal one. I have been trying to hone my skills as a Motion Graphics Artist, to the advice of some of my teachers after I graduated. This is not me saying I am giving up on 3d, 3d is still a big passion of mine and I will continue to improve my skills in that as well. This is just me trying to learn new things and get better at them. So for those of you interested you can check out my new Motion Graphics Reel on the tab in my blog or you can watch it below. Feel free to contact me via email for any feed back. My contact information is available at the appropriate page on my blog. Enjoy.
Friday, August 10, 2012
Once again with feeling.
I am trying to get a lot of work done, I was ill earlier in the month which didn't lead to a lot of productivity. Now that I am recovered and have some people to work with on certain projects I can get back to a lot of the things that I am trying to improve. Another project that is coming about is actually going to be an animation plus random pieces of art utilizing Adobe After Effects.
The following picture is a long awaited updated for a rigging project of the beloved Valve character "Wheatley" from Portal 2 for my friend as a technical artist. All rights to this character belong to Valve and the Artistic creator, respectively. Hope you enjoy the piece. Textures are still under work and will be updated with the final.
The following picture is a long awaited updated for a rigging project of the beloved Valve character "Wheatley" from Portal 2 for my friend as a technical artist. All rights to this character belong to Valve and the Artistic creator, respectively. Hope you enjoy the piece. Textures are still under work and will be updated with the final.
Tuesday, July 10, 2012
Still going strong...
So been kind of ill and the heat in my area has made working a little harder because I work in a barely ventilated attic so there is that. Though this has not stopped me from working. Right now I am working on 3 characters. Two of which are my own creations while the third is a my take on a version of a Spartan from the acclaimed Halo franchise. Here is a sneak peak at the base model, this is what I have so far, still a long way to go. Hope you enjoy and stay tuned for more models.
(All Halo Franchise property respectfully belongs to Microsoft, Bungie and 343 Industries.)
Wednesday, June 20, 2012
Geek Week Update 3 - Dalek Complete
The Dalek has been completely modeled. Still have to texture him, but for the most part he is done. I hope you enjoy. Stay tuned for more Geek fandom models.
Have a suggestion or an inquiry? Comment or email me at aaroneash@gmail.com
Have a suggestion or an inquiry? Comment or email me at aaroneash@gmail.com
Part 2 of Geek Models - Enter the "Dalek"
Part 2 of my Geek modeling theme. I got off the beaten path with other work including a collab project and freelance. Feel free to contact me at my email (aaroneash@gmail.com) if you wish to ask me any questions or you can let me know in the comments.
This next model (WIP and will be updating more as it nears completion), is a Dalek from BBC's Doctor Who (All rights belong respectively to the owning companies.) I have always been a Sci-Fi geek and watching The Doctor with his travels and adventures have always interested me. This is right now the non-complete version, but will be completed and textured soon.
"EXTERMINATE" - Dalek
"EXTERMINATE" - Dalek
Sunday, June 17, 2012
Geek Models
Starting a "Geek" themed modeling challenge for myself, to get as many models done (as fast as possible) in the "Geek" genre that I enjoy so much. First out of the gate due to his simplicity would be none other than the antagonist from 2001: A Space Odyssey, Hal 9000. This film would be one of my favourites, not because of the fact that it is a classic, but due to the nature of the film and the amazing visuals that inspired so many films including another favourite of mine, Blade Runner. Hope you enjoy the models that are coming this week and in the future. I am also working on a hopeful campaign to spread my name as a 3d Artist. Wish me luck.
"I'm Sorry Dave, I can't let you do that."
(All rights belong to MGM and Stanley Kubrik Productions respectively)
(All rights belong to MGM and Stanley Kubrik Productions respectively)
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