Friday, December 21, 2012

Fun with Alphas!

Well, I finished off this quarter with 2 A's and a B! Excellent work indeed. My modeling and texturing skills have definitely improved tenfold in the past few months, something I'm very proud of, but I'm not going to go dull over this break. So every day, I'm planning on modeling and texturing an asset or two a day, and at the end of a week, I'll place them all within a level in Unity.

So let us begin! This is my first successful implementation of an alpha map, and I believe this came out quite nicely.


Comments, critiques, all the jazz! Happy holidays!
 - Jason B. Russell

Monday, December 10, 2012

Silhouette Work: Humanoid Robot

Just a little concept work I'm working on for a level I'm gonna be designing over the winter break. Since today's lesson in Advanced 3D Animation is going to correspond directly with what I want to do, I plan on drawing one of these in a turnaround, modeling/texturing, and rigging it to play in my level in Unity. 
I haven't done any silhouette work in a couple quarters, so forgive a few of them. I think 2, 6, 9, and 10 came out pretty well so I'll play with those a bit.

Stay tuned!

 - Jason B. Russell

Saturday, November 17, 2012

Creative Development: Organic Modeling II (with Rigging!)

Since I finally have a workstation in my room (computer desk, TV, mini-fridge, the works!), I don't think I'll be leaving my house for a while. As a matter of fact, I was once again inspired to to more organic modeling!

After being chewed out by classmates from trying out a different way of face modeling, I just went on back to the good ol' edge-by-edge method. And since I understand more about edge flow than I did a year ago, this was a MUCH easier process. About 2-3 hours on-and-off.





In my opinion, this one looks better than the first one, especially in the nose and ear. Definitely a lot of geometry in the mouth area, but I'm working on my poly count in the next attempt. EVERYTHING is a quad, which I'm definitely proud of! 

Also, using my knowledge of rigging to complete a face rig from scratch! The bones controls are all set up and once I finish painting weights and actually texture this head, I'll demonstrate the rig to show that it's working. 

Until then, happy Saturday!

 - Jason B. Russell

Tuesday, November 13, 2012

Creative Development: Organic Modeling

Out of a pure will made of motivation, and determination, I have decided to go against my own grain and get better at something that I hate to do: Organic Modeling. 

Note: This is not a class assignment or anything, just personal practice.

I believe that the only reason I hate organic modeling is because it intimidates me. Everything must be so precise in order to achieve a pleasing result. The human face... everyone looks at hundreds a day, so one polygon in the wrong place can set the whole thing off! That always scared me. But today I decided to jump in head-first (no pun intended) and just go at it. Since taking Character Modeling and Rigging almost a year ago, I've gotten loads better with Maya, so this only took a few hours, on-and-off. I'm trying to get to the point where it only takes me around 30 minutes, and it looks great topology-wise. This one is decent in my opinion; I understand that I went wrong in a lot of places when it came to edge flow, but it was my first time modeling a head in almost a year, so I did what I could.






As you can see, it's pretty low-poly (ignore the "poly count" on the left, it's counting subdivisions), and the top of the head is very lopsided, but practice makes perfect! I'll try another from scratch tomorrow.

 - Jason B. Russell

Monday, November 5, 2012

Level Design I: Update

It's been a while since I've posted any progress on my level, but best believe that progress is being made. Screenshots follow.






 Right now, I'm just unwrapping UVs and preparing textures. By Wednesday, hopefully, I'll have everything in Unity ready to be tested!

 - Jason B. Russell
 

Friday, November 2, 2012

Advanced 3D Animation: Finished Rig

At long last (after about 3 hours of skin weights painting), the rig is 100% complete! The actual controls haven't changed from the last post, but the skin weights have been tweaked so that the character can actually be animated!

A close-up of the face rig (eyes, eyelids, brow, mouth, and jaw).

A quick pose just for fun!

Most likely between now and Thursday, I'll end up tweaking some stuff (I can tell now that the legs are a bit weird), but your comments are appreciated!

 - Jason B. Russell

Advanced 3D Animation: Rig in Progress

Afternoon, ladies and gentlemen! 

Below is a screenshot of my finished rig for Advanced 3D animation. The model was provided for us (I believe from Team Fortress 2), but the bones and controls themselves were done from scratch by yours truly. I'm highly pleased with how this is turning out, and I might actually make rigging one of my focuses for my demo reel.

Orthographic and perspective views in Maya.

After I get some good skin weights painted on this fella, I'll render out some poses and zoom in on some of the finer details of the rig.

 - Jason B. Russell

Friday, October 5, 2012

Level Design I: Concept Art

As promised, here is some concept art for a level I'll be designing this quarter:



 
 I know the whole Indiana Jones/Nathan Drake-theme here is a bit overdone, but the idea just randomly came to me while I was in another class and I decided to roll with it! So far, it's turning out very nicely. I'll have some more refined concept art up sometime later this weekend hopefully. Until then, keep it posted!

 - Jason B. Russell

Back from the Dead!

Well after a month and a half hiatus from my blog, I am back!

A lot of things have changed since August. First off, a lot of my teachers were laid off ay my school, and it significantly affected my learning (still is, actually). Secondly, I moved into my own apartment outside of school housing (FINALLY) and everything is going smoothly. Even have my own workstation in the dining room!

Class load for the quarter:
Advanced Lighting and Texturing - actually happy to take this class, considering my intro class was... lackluster.
Advanced 3D Animation - same with this one. I've learned so much already!
Level Design I - FINALLY!! I get to take a class dealing with what I've wanted to do since the very beginning.

In the next few days and weeks coming up, I'll be uploading some sketch dumps from life drawing sessions, concept art for some levels I'll be designing, and even some texture work! Keep it posted!

 - Jason B. Russell

Tuesday, August 21, 2012

Game Modeling: Proxy Model

After much anticipation, the journey into Hard Surface Modeling begins.
This proxy model is only a basic overview of where I'm going with this. I'm still missing things like chains, the buckets, etc. They'll be coming in due time.

Comments and critique appreciated! Thanks!

 - Jason B. Russell

Monday, August 20, 2012

Game Modeling: Cannon Reference

Alright folks, here is where the fun begins for me. We're moving into hard surface work in the class, and I'm going to be modeling a Napoleon cannon! Here's some references!

I'll be posting the lo-poly proxy model very soon! Keep it posted!
 - Jason B. Russell

Thursday, August 9, 2012

Game Modeling: Detailed Bust

After starting over TWICE on this bust, I have to say that I'm overall impressed with how this came out. Each time I had to start over, it only got better. So here it is!


Comments and critique always appreciated; next come the re-topologizing phase. THEN THE FUN BEGINS (hard surface).

 - Jason B. Russell

Tuesday, July 31, 2012

Game Modeling: Rough Busts 1

This is my first page of roughs from my Game Modeling and Animation class. 




 Technically I didn't have to do any more after this, but I decided to push my anatomy a little further and do a few more. More coming soon! Comments and critique welcomed as always.


 - Jason B. Russell

Tuesday, July 24, 2012

Game Modeling: Character Sketches

Here are the final three sketches, laid out in Sketchbook Pro/ Photoshop:




Comments and critique greatly appreciated! Look out for more work on one of these guys.

 - Jason B. Russell

Tuesday, July 17, 2012

Game Modeling: Character Bust Concepts

Here's the finished product from last week:

These are in the order I worked on them on; they also are in order of my most favorite to least. I think I enjoy the look of the first one because I love the swooping curves and shapes. I believe it has a lot of potential for sculpting. As always, comments and critique appreciated.

 - Jason B. Russell

Thursday, July 12, 2012

Game Modeling and Animation: Silhoutettes


I decided to go ahead and post up my silhouettes from my Game Modeling class. This is the foundation for a bust model we shall be doing in zBrush / Mudbox. Stay tuned!

 - Jason B. Russell

Monday, July 2, 2012

Week 1: Final Renders

To my loyal viewers,
I apologize for the lack of posts for the past few days. Between work and the "fun" of this summer heat, I haven't had the time to post renders every day.

At the same time, finishing up the sign was a piece of cake. The only thing I've been tweaking for these past few days are the render settings. You see, I may not have done so hot in my Materials and Lighting class (due to a not-so-great teacher, but that's a whole 'nother story), but I did pay some attention to some things, like Ambient Occlusion and Indirect Lighting. So without further ado, I present...

The final renders!






I think the renders came out beautifully, but hey, maybe I'm just admiring my own work a bit too much. Critique and comments are HIGHLY encouraged. 

Thanks for sticking with me for this week of hard work! Got a lot of projects I want to complete next, so stick with me!

Tuesday, June 26, 2012

Week 1: Day 2

After a few hours of extensive tweaking, I'm finally finished with the "Super" part of the sign. Thank the Lord I remember how to use NURBS curves to make life easier; there's no way the geometry would look that good using only polygons.

(make sure to click this post to see all the renders)




 In my opinion, it turned out pretty great! Tomorrow, I finish up the preliminary modeling by adding the other four signs below the Target, adding the rest of the text (like the Perimeter Place at the top), and minor details to those cylinders at the top. 

 - Jason B. Russell

Monday, June 25, 2012

Week 1: Day 1

Well, after a long session of concentrated, uninterrupted work, I've got some pretty nice renders of what will end up being the base model for the asset. I still need to add a lot of small things, like the cylinder decorations on the left and right, and I want to try and draw out some NURBS curves for the Super Target logo if I can find a good reference image for it.

Also, just a note for all the viewers who are seeing these pictures and have experience in 3D modeling: please DO NOT hesitate to comment and critique. As long as you're not out-right bashing my work, I'm more than willing to listen to some advice.




I accomplished what I wanted to accomplish! Tomorrow, I have more work to do.

 - Jason B. Russell

Week 1: Target Sign

It's been a minute since I've posted; enjoying the summer a bit too much, I suppose. I almost forgot I have aspirations and it's gonna take some hard work and determination to make them happen.

Anyway, my first assignment for myself is relatively simple in my opinion, but I want to bring attention to detail as well. I plan to re-model this sign of Target and other stores at Perimeter Place.

 There is a lot of amazing architecture in the Sandy Springs/Dunwoody area, but before I begin to model some of the more detailed skyscrapers like The Manhattan, I want to build some assets like signs and fountains and such. I also plan to finish this Digital Tutors skyscraper modeling and texturing tutorial before long. Keep an eye out, I swear this model will be done before the week is out.

 - Jason B. Russell

Monday, June 4, 2012

Hello viewers!

My name is Jason B. Russell and I attend the Art Institute of Atlanta. I'm an aspiring game designer, with a preferred focus in hard surface modeling, environments, and level design. I have a pretty intermediate understanding of Maya, especially the modeling aspects of it. I'm currently learning Headus UVLayout for unwrapping, because it is suggested to be one of the best applications to do so. I am also learning ZBrush for texture work and normal maps.

What I'm going to have to force myself to do is post something on this blog at least once every week to keep myself on track with what I want to do. Currently I'm working on modeling a couple skyscrapers from a tutorial I received from Digital Tutors, and I'd like to be finished in the next week or so once I get these finals out of the way.

I look forward to critique on my work; I welcome it with open arms! Please let me know how I'm doing and help to keep me on track. I'm highly ambitious and ready to work!

Until next time,

Jason B. Russell