Nick Jainschigg

Associate Professor
Image
RISD faculty member Nick Jainschigg
BFA, Rhode Island School of Design

Nick Jainschigg was born in New York City and grew up near the Metropolitan Museum of Art and the American Museum of Natural History. The two influences of art and natural science have been with him ever since. After graduating with a BFA in illustration, he pursued a career in science fiction and fantasy illustration, producing hundreds of covers and interiors for most of the major (and many minor) publishers. He discovered the computer as a means of expression in the late 1990s and hasn’t had a decent night’s sleep since. In addition to teaching at RISD, Jainschigg continues to work on animations, interactive illustration and painting in oils.

Jainschigg’s work has been featured in or written about in publications from Marvel Comics, DC Comics, Ballantine Books, PBS Interactive, The New York Times, Wizards of the Coast, Tor Books, Scholastic Inc., MacMillan Publishing, Domino Magazine, Paramount and Viacom. His digital paleontological reconstructions have been featured on the Discovery Channel and at the Polish Academy of Sciences, the Maastricht Natural History Museum and the University of California Museum of Paleontology.

Courses

Fall 2024 Courses

ILLUS 3320-01 - DIGITAL 3D FOR ILLUSTRATORS
Level Undergraduate
Unit Illustration
Subject Illustration
Period Fall 2024
Credits 3
Format Studio
Mode In-Person
Start date
End date

ILLUS 3320-01

DIGITAL 3D FOR ILLUSTRATORS

Level Undergraduate
Unit Illustration
Subject Illustration
Period Fall 2024
Credits 3
Format Studio
Mode In-Person
Start and End 2024-09-04 to 2024-12-11
Times: TH | 1:10 PM - 6:10 PM Instructor(s): Nick Jainschigg Location(s): Washington Place, Room 001 Enrolled / Capacity: 15 Status: Closed

SECTION DESCRIPTION

This course serves as an introduction to the ways 3D imagery can be used by illustrators, both directly and indirectly. Using the software Blender (open source) and Zbrush, we will examine the ways to create and use forms and textures both realistic and imaginary to produce images and solve problems common to many forms of illustration, both digital and traditional. Animation will be covered, but only in the most limited sense: such as for looping animated GIFs and for the creation of simulated physical effects.

This course fulfills the Computer Literacy requirement for Illustration majors.

Elective

ILLUS 4402-01 - WKSHP: MAYA BASICS
Level Undergraduate
Unit Illustration
Subject Illustration
Period Fall 2024
Credits 1
Format Workshop
Mode In-Person
Start date
End date

ILLUS 4402-01

WKSHP: MAYA BASICS

Level Undergraduate
Unit Illustration
Subject Illustration
Period Fall 2024
Credits 1
Format Workshop
Mode In-Person
Start and End 2024-09-06 to 2024-09-27
Times: F | 1:10 PM - 6:10 PM Instructor(s): Nick Jainschigg Location(s): Washington Place, Room 001 Enrolled / Capacity: 15 Status: Closed

SECTION DESCRIPTION

A one month basic introduction to Maya for 3D image-making. The class will introduce polygonal modeling, UV-mapping and normal-map generation, texturing, lighting, and advanced shader options, the Mental Ray renderer, and some particle, fluid and atmospheric simulators. Animation will not be taught beyond basics required for particle and other effects.

Students must register for workshops during the registration period and add/drop regardless of start date of class.

Elective

ILLUS 4404-01 - WKSHP: ZBRUSH SCULPTING AND ILLUSTRATION
Level Undergraduate
Unit Illustration
Subject Illustration
Period Fall 2024
Credits 1
Format Workshop
Mode In-Person
Start date
End date

ILLUS 4404-01

WKSHP: ZBRUSH SCULPTING AND ILLUSTRATION

Level Undergraduate
Unit Illustration
Subject Illustration
Period Fall 2024
Credits 1
Format Workshop
Mode In-Person
Start and End 2024-10-04 to 2024-10-25
Times: F | 1:10 PM - 6:10 PM Instructor(s): Nick Jainschigg Location(s): Washington Place, Room 001 Enrolled / Capacity: 15 Status: Closed

SECTION DESCRIPTION

This one-month workshop will explore the creative potential of ZBrush, the 3-D sculpting application from Pixologic. With so many uses, it's difficult to cover ZBrush completely, but by the end of the class you will have a solid understanding of the program, all its component tools and how to customize them and use them in your workflow, whether it's sculpting for game detail, animation, visualization, or rapid-prototyping. This workshop is a one-credit course that emphasizes skills and techniques. This class is part of a group of offerings by the departments of Illustration, Industrial Design and Graphic Design that are offered on Friday afternoons and are open to all students to facilitate cross-departmental enrollment.

Students must register for workshops during the registration period and add/drop regardless of start date of class.

Elective

ILLUS 4406-01 - WKSHP: INTRODUCTION TO GAME ENGINES
Level Undergraduate
Unit Illustration
Subject Illustration
Period Fall 2024
Credits 1
Format Workshop
Mode In-Person
Start date
End date

ILLUS 4406-01

WKSHP: INTRODUCTION TO GAME ENGINES

Level Undergraduate
Unit Illustration
Subject Illustration
Period Fall 2024
Credits 1
Format Workshop
Mode In-Person
Start and End 2024-11-01 to 2024-11-22
Times: F | 1:10 PM - 6:10 PM Instructor(s): Nick Jainschigg Location(s): Washington Place, Room 001 Enrolled / Capacity: 15 Status: Closed

SECTION DESCRIPTION

This course is a short introduction to the use of game engines for the production of realistic interactive environments-- whether for architecture, industrial design, VR, or animation. The class is intended for people who are already comfortable with 3D modeling and texturing and will cover the basics of scene creation, modeling, the particular requirements of PBR texturing, animation, and simple interactivity through the use of blueprints. Topics will include basic setup; import of 3D assets, including materials, animations, polygonal models, and custom hit-detection meshes; setup of input methods, lighting, sky-boxes, and atmospherics; and output to various devices. Professional workflow considerations and naming conventions will be covered, as well as an overview of useful third-party software for modeling and texturing.

Students must register for workshops during the registration period and add/drop regardless of start date of class.

Elective

Image
RISD faculty member Nick Jainschigg
BFA, Rhode Island School of Design