Sunday, March 24, 2013

3D Modeling Exercise

Created 3D environment of an abandoned WW2 bunker using different modeling techniques.

Saturday, February 18, 2012

Forza Motorsport 4


Working as a 3D Vehicle Artist with Turn 10 Studios, my main responsibility was visual accuracy, through polish and finalization of the car assets. This included additive-modeling, texturing, in-game shader tuning and bug fixing. I was responsible for the visual accuracy of the car assets through polish and fixes. I worked closely with the car team to maintain quick and accurate turn around on the 3D Vehicles.


Audi RS5 - I was responsible for modeling and animating the active aero from photo reference. I also modeled the tail lights and side skirts, keeping complete accuracy in mind. In total, 6 LODs with 2 damaged versions were created. Afterwards, I finished in-game polish and bug fixing, which included redoing UVs and materials in order to work with the in-game livery.

For the interior, I had to remodel the door handles and part of the seats. Also, I had to create textures for the gauges and RS5 badges in Photoshop:





Hyundai RMR - The livery needed to be redone on the RMR to match our photo reference. I was responsible for creating the grey design and reworking smaller parts of the livery all around the car, in addition to creating a couple logos. Everything was done using Photoshop. Also, I did some polish and bug-fixing on the RMR, including reworking the UV's and damage textures:





Spyker C8 LM85 - The Spyker is one of the limited number of Autovista cars. They have an incredibly high level of detail and close in on 1 million tris. I was in charge of finalizing the accuracy of the C8 LM85 through managing textures, materials and shader changes using the Xbox 360 dev-kit. Working on the wheels, exterior and interior, it required close management of materials to ensure every object on the vehicle accurately represents the real-world car. In addition to accurate materials, I was responsible for corrective modeling, fixing AO maps and normal maps in order for the trademark aspects of the car to really shine through:





Tuesday, December 14, 2010

3D Modeling & Texturing Environment Reel


Modeling & Texturing Reel 2010 from Jonathan George on Vimeo.


This is my Modeling & Texturing Reel I created during my time at Vancouver Film School. It was a 6 month project. I spent the first 3 months modeling and lighting the scene. Then the final 3 months were spent unwrapping, texturing, and rendering. Everything except the Ship Design (Danny Gardner) was my design and creation. Thank you and I hope you enjoy it!
















I have spent the past week working on a low-poly indoor scene. It's been really fun learning more about lighting within Maya. Right now, I am at 13k polys, but I am wanting to add more props this week. It will be done by the end of the week, gotta start some new work!

Wednesday, October 20, 2010

Amerra, Inc: 3D Artist Internship

Professional Work - Amerra, Inc. Internship from Jonathan George on Vimeo.


I recently finished my internship with Amerra, Inc. I worked within a team to create a realistic 3D Model from images of the upcoming Panasonic CardioHealth Station. My responsibilities were to model a few of the accessories, then texture the entire thing within Maya. I then took the model and set up realistic lighting in 3D Studio Max. After that, I continued using 3D Studio Max to animate numerous cameras to craft a dynamic movement to help show off the new product.

Wednesday, September 29, 2010

Monday, September 6, 2010

Quick Photoshop Painting


It's been a long time since I have painted in Photoshop. So while I'm waiting on my new computer to arrive, I figure I will go back and work in PS.