I had the privilege of modeling/texturing the front bumper and side skirts for the new FM7 SEMA Raptor --
Wednesday, April 11, 2018
Friday, January 5, 2018
Sunday, August 14, 2016
Being a huge NASCAR fan, it's been a dream of mine to work on a NASCAR title since the mid 90's pc racing games.
I was beyond excited for the opportunity to be the Team Lead on the NASCAR Expansion. Managing a team of talented 3D Artists, we completed work on 28 cars/liveries for use in the game.
I started working on the pack before the team was assembled. I was responsible for taking older assets and bringing them up with current NASCAR technology and aesthetics. For the 3 manufacturers, I modeled/animated much of the trunks/hoods/aero flaps. On top of that, I created the base livery used on all the Toyota cars.
Wednesday, March 11, 2015
Wednesday, November 12, 2014
Thursday, October 23, 2014
Jetbike Concept
A little modeling/lighting/rendering exercise based on concept work. Just modeling and base materials applied. Hope to come back and finish, but unfortunately moved on to environment pieces with higher priority.
Saturday, February 22, 2014
Tuesday, June 18, 2013
Sunday, March 24, 2013
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!






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
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