Sam Jensen

Meet Sam Jensen

Senior Modeler at Method Studios

Sam Jensen

About Sam

About Sam

Mentor of 3D Modeling

Sam started his career as a generalist at Flux Animation and then Iloura, where his focus eventually became primarily modeling and texturing. Most recently, he worked as an Asset Supervisor for Method Studios, Mill Film, and Luma.

  

Sam's work

Credits include The SpongeBob Movie: Sponge Out of Water, Game of Thrones, and Peter Rabbit 2: The Runaway, to name a few.

Q&A with Sam

Which city are you currently based in?

Adelaide, Australia

What did your pathway into the industry look like?
I was using 3D programs in my spare time while doing a Fine Arts degree. I was lucky enough to get in contact with a small, local studio who liked my work and eventually offered me a full-time job. I started as a generalist doing advertisements and, over time, moved into film work and focused my attention on modelling and texturing.
What has been the best experience of your career so far?
It's between getting to work on the maquettes for the second SpongeBob film or creating horses for the Game of Thrones "Battle of the Bastards" sequence.
What’s your advice for your students?

It's great to enjoy the creative aspects of your chosen specialization, but it can also pay to spend a bit of time understanding the broader fundamentals of VFX and 3D software. I know early on in my career I ran into roadblocks that would have been simpler to solve if I'd had a better grasp of the fundamentals.

Learn 3D Modeling from industry pros 

What do you enjoy most about being a CG Spectrum mentor?
It's nice when you can show someone something that they find useful, and see them integrate it into their work.
How do you stay creative outside of work?
At the moment I'm enjoying learning Houdini. I've also just taken up wood carving. I'm finding chisels and hammers are much harder to work with than Zbrush!
What excites you most about the future of modeling?
I'm excited to see how things like real-time rendering will allow artists to go from an idea to a finished, rendered product faster. The shorter the feedback loop between making a change and seeing how it will actually look in context, the more fun the process of modeling and texturing is.

See more of Sam's work on ArtStation.

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