Jonathan Williamson

I’ve been working in 3D since 2002. I love what I do and I try to show that through my commitment to quality. I’ve worked on a vast number of independent and commercial projects ranging from lowpoly game characters to high-res, animated intros.

Aside from my freelance work, I have also spent a good amount of time teaching. I participated and taught at two Montreal Blender conferences, the New Your Blender conference, and I was part of a small team that taught Blender at a Summer camp for Jr. Highschool students hosted by Red Hat Linux. On my own time I have also produced a number of video tutorials and published three training DVDs.

My two passions are creating art and passing on what I’ve learned, I do my best to show this through my work and by always trying to give back to the community that has taught me so much.</long>

My hourly rate is negotiable but I prefer to work on a per project basis.

Links

  • My contact: jonathan(at)montagestudio(dot)org
  • Portfolio

Samuli Jomppanen

I have worked for some advertising companies as freelancer with Blender, which i have been using for some years now. So far I have made some animations (lenghts of 10 – 30 seconds) and still images to be used in advertisement campaigns in various medias (from Internet to Broadcast). I also have done numerous tiny special jobs for small, film student based films. Things like logos and Visual FX. I am looking for short term/small projects for now (preferably in Finland).

Links

Geoffrey Bantle (aka) Briggs

I have been actively working on Blender’s code base since 2006. My initial contributions were in providing more advanced selection and modification tools for the mesh modeler such as edge collapse, path select, loop to-region and region to loop among others. Since then I have primarily been involved in the research and development of a new mesh modeler for Blender that addresses the shortcomings of the current system.

Additionally I have been responsible for the maintenance and development of the OpenFlight import and export scripts included with Blender. To complement the enhanced level of functionality now present in these scripts I have also created several applications and utilities for editing FLT data such as palettes, LOD and DOF nodes, sub faces and external references directly inside of Blender.

Contact: [email protected]

Campbell Barton (aka) Ideasman42

I Started out as a technical artist in 2003 and became involved in blender development to improve my own workflow by adding tools, fixing bugs and developing an exporter to develop an efficient Blender pipeline for large scenes.

Since then I have worked on a number of commercial simulation projects and more recently the peach open movie project “Big Buck Bunny” in Amsterdam as a technical director and developed the game logic for Apricot open game “YoFrankie”.

Key features I have worked on include writing Autodesk FBX export, Wavefront OBJ import/export, BVH Motion capture import, X3D & VRML importers, Fly Mode, Lightmap UVPack, Smart Projections, box packing for uv unwrap.

I have also helped maintain the python api 3ds,lightwave import/export merged UV/Face select into editmode, improved Blender’s linked library system, refactored the game engine’s joystick support and made various additions to Blender’s view navigation and video sequencer.

I’m interested in helping people use blender for specific workflows to meet their needs.

Contact: [email protected]

Nathan Letwory (aka) jesterKing

I’m the developer responsible for the Blender SCons build system. I’ve also created a number of features, of which the latest is the PyNode – scriptable material nodes. I’m working in the ORE project through Laurea Leppävaara to create a set of Python scripts to check scene integrity and upload to the BURP/ORE server. I can help your project with development services to achieve what you need.