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Jason Raba

United States,  Winter Park Full Sail University,  Game Art,  June 05, 2015
Hey everyone my name is Jason Raba and I am currently a student at Full Sail University in Winter Park Florida. I had no previous experience with any formal art form prior to starting at Full Sail University; it was through sheer passion and determination that I have gotten to where I am today, and I have loved every second of it. I am a huge advocate for video games and I have always wanted to take part in the creation of them. Now I am so close to graduating and I hope to accomplish that dream! I would love the opportunity to take part in one of the studio internships; it would absolutely mean the world to me; I will be the hardest working and most dedicated employee I can possibly be and I love to work hard. Thanks so much for checking me out I can't tell you how much I appreciate it!
  • Animation
  • Compositing
  • Level Design
  • Lighting
  • Modeling
  • Rigging
  • Rotoscoping
  • Texture Painting
  • After Effects
  • Final Cut Pro
  • Maya
  • Mental Ray
  • Motion Builder
  • Mudbox
  • Nuke
  • Photoshop
  • Unreal 4
  • UV Layout
  • Zbrush
  • Student of the Year
  • 2026 Page Views
  • 3 Images
  • May 13, 2015
All Modeling, Textures, Lighting, and Rendering were done by myself.


The abandoned hospital environment in UE4. (the bath tub hallway) PBR Textures, metal roughness workflow. Most textures were created from photo sources with heavy hand painted customizations done in Photo Shop. All models were done with Maya and I utilized Z brush. This project was completed in three weeks.

:30- :43

A turntable of one of the bath tubs from my first environment scene. a single 2k PBR Texture, metal roughness workflow. Textured purely in photoshop by hand minus the grease marks emanating from the top of the base which were photo sourced from cg Textures and with hand painted height maps that I converted to normals with Crazy Bump. Modeled in Maya.


A late 1800's Martin Maier chest mash up(Hero Prop); I combined reference from a couple different Martin Maier Chests. PBR Texture, Metal Roughness workflow. I started with base textures out of Substance Painter and then moved on to hand painting details and the entire roughness map in Photoshop by hand. Modeled in Maya and Z Brush This project was completed in three weeks.


A UE4 scene of a Tuscan Village in Italy. PBR Textures Metal Roughness workflow. This was my first environment made in Unreal 4; The textures on the walls and floor were done with Z brush and Photoshop. Most of the other textures were photo sourced and heavily altered. Modeled in Maya and Zbrush. This project was completed in three weeks.

People's Choice Awards

The CG Student Awards - People's Choice Award is open to all entrants. This prestigous category is voted by the general public, not the judging panel. It gives everyone a voice, and allows for an open discussion of all the amazing entries submitted to the Awards.

To vote, simply select the orange "Vote for entry" button above. You will be asked to add a score and a small comment. More information can be found on the Category and the Prize pages.

Voting has finished for the People's Choice Award. All scores and comments have been archived. Thanks for all your contributions.
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