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

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.

(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.)

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.


(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.