My name is Jonathan Flanders, I am a graduate of Ringling College of Art and Design with a bachelors of fine arts. I majored in computer animation and a minor in traditional sculpture. I decided to specialize in character modeling, but I am capable of modeling props, environments and other assets as well. I am confident modeling for feature film, games or for 3D printing purposes.
I started my career modeling toys for Hasbro, Inc. and later moved on to Reel FX Studios where I worked on the animated feature, "The Book of Life." I moved to Los Angeles in 2014 and worked for a number of commercial houses and then moved to San Diego for a year in 2015 to work at Sony Online Entertainment. I moved back to Los Angeles in 2016 where I worked at The Third Floor, Inc as a modeler for their virtual reality department, modeling and texturing characters, props, and environments.
I moved over to video games where I spent a year working on the mobile franchise "Marvel Strike Force" and have recently started as a Senior Character Artist at Firaxis Games.
- Modeled, UV'd and textured characters, environments and props for virtual reality production as well as previsualization.
- Rigged characters using proprietary software, painted weights and created/updated blendshapes.
- Digitally sculpted high resolution characters and props for stop motion production.
- Modeled stylized characters and environment assets for a TV commercial.
- Retopologized and UV'd assets for tv production
- Created unique and specific models for many well known franchises: Star Wars, Marvel, Angry Birds.
- Using Zbrush, and Autodesk Maya, modeled well known figures capturing the essence of the
character while maintaining a look and feel consistent with a particular product line.
- Produced models under strict deadlines while ensuring their exactness to licenser standards.
Modified and revised models to insure that they were physically producible.
- Cleaned up and added additional detail to scanned assets.
- Cleaned and updated texture information from scan data.
- Sculpted high resolution models for toy production.
- Using Zbrush and Autodesk Maya digitally sculpted and modeled high resolution characters and props based on orthographic concept designs for movie production.
- Using Topogun and Autodesk Maya retopologized, UV'ed, and prepped models for rigging and animation.
- Constructed low and high resolution environments for camera scouting and movie production.
- Updated and corrected topology and UVs of existing assets for production publish.
- Created blendshapes and corrective blends for animation production.