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Dawn Meredith 1555 Scott Road Apartment 138 Burbank, CA 91504
Cell: 818.209.6437
dawn.meredith@gmail.com
www.dawnmeredith.com
Education
Savannah College of Art and Design in Atlanta, MFA Animation, June 2011. Gnomon School, Hollywood, CA June 2005 to June 2009.
Maya, ZBrush, Mental Ray, Game Character Design, Digital Matte Painting, and Houdini.
Michigan State University, Studio Art, Painting and
Drawing, BA
Professional Skills
3D Modeling, Texturing, Rigging, and Lighting Normal and Displacement Texture Maps Compositing Digital Matte Painting
Procedural Modeling and Animation
Photography
Traditional Drawing and Painting
Software
Maya
ZBrush
headus UVLayout
Photoshop
Painter
Paraform
Mental Ray
Houdini
Shake
Experience
Shadowmachine
June 2009 – September 2009
"Frankenhole"
Texture Artist
Created 3D templates for practical stop motion puppets
for the series "Frankenhole."
"Titan Maximum"
Lead CG Texture Artist
Created
UV maps, and high resolution textures and shaders for the enemy and
Titan Fighters and the Giant Warship. Assisted with the conversion of
rapid prototype Rhino models to animation-ready Maya models. Texture
maps were adapted from high resolution photos taken of stop motion
models. Textures match the real-world modelaesthetic so they could be composited with the practical sets and puppets.
Electric FX
April 2008 to July 2009
“The Librarian 3: The Curse of the Judas Chalice,”
TNT Television
3D Artist
Provided modeling, texturing, and lighting support. Created or adapted
both hard surface and organic models, as well as environment
extensions. With a single base model (provided by Damn Effects), a set
of 40 “spectral” heads were modeled, rigged and animated for a final
sequence. Modeled several collision sets for use in fluid simulation.
Also responsible for texturing and lighting a complex library set, and
lighting in other several scenes.
“Leverage,” TNT Television
Lead Texture Artist
In
“The Mile High Job,” an extremely FX heavy episode, my team created a
Boeing 777 that makes a dangerous landing on a bridge. Acted as lead
textures artist, creating the plane’s UVs, textures, and shaders.
Additionally, assisted with backup modeling and rigging on the plane,
rendered several shots, and animated the plane’s skid marks. I’ve
worked on several more episodes of Leverage, as well as acting as Lead
Texture Artist on a Spaceship commercial Electric did for Go Films.
During Season 2 of Leverage, modeled and textured
a digital double for the Parker character using ZBrush and Maya.
Gentle Giant, Digital Modeling Internship
September 2007 – October 2007 ( 2 months)
Assisted the digital team preparing scan data for
film production. In this position, both Paraform and ZBrush
were used extensively.
CBS Digital, Los Angeles, CA, August 14 to September
27, 2006
Star Trek: The Original Series Remastered
Created high resolution photorealistic textures,
and complex UV maps using Maya and Photoshop for the Enterprise,
the Romulan Bird of Prey, the Galileo 2 Shuttlecraft and the K7
Space Station.
University of Michigan, Computer Systems Specialist,
January 1996 to August 2001
Computer Systems Specialist in support of the International
Institute as Web Designer and Technical Support in a Windows 2000/UNIX
environment.
For References, please contact me, or see
the pdf version of my resumé.
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