| |
| Adam McMahon |
| P.O. Box 111 - Goldens Bridge, NY 10526 |
| |
| |
Career
Objective |
|
To gain a position as a Modeler at a company that upholds a high artistic standard, and to work with a team of artists to create the next animated film to be loved by audiences all over the world. |
| |
|
|
| Education |
|
The Illinois Institute of Art: Schaumburg |
2001-2003 |
| |
|
Delta College |
2000-2001 |
| |
|
|
|
| Skill Set |
|
Character, Set, and Prop Modeling |
| |
|
 |
Develop CG models to meet the aesthetic, creative and technical quality standards set by team members |
| |
|
 |
Create models using polygonal, Sub-D, spline and Nurbs patch modeling techniques |
| |
|
 |
Work closely with 2D designers to effectively translate the established visual style into 3d models |
| |
|
 |
Background in life drawing, including an understanding of the human anatomy and ability to characterize and stylize such forms |
| |
|
|
| |
|
Rigging |
| |
|
 |
Create basic rigs incorporating the use of wire parameters/set driven keys, IK, custom facial controls, and morph angle deformers/corrective blends |
| |
|
 |
Developed morph targets/blendshapes for characters that include emotional expressions, phonemes and visimes |
| |
|
|
| |
|
Texturing |
| |
|
 |
I have used traditional art skills to create custom textures for characters, sets, and props; making use of separate diffuse, specularity, and bump maps |
| |
|
 |
Expert knowledge of unwrapping/UVing a mesh to avoid pixel stretching |
| |
|
|
| Software |
|
Autodesk Maya |
Autodesk 3ds max |
Pixologic Zbrush |
| |
|
Adobe Photoshop |
Corel Painter |
Adobe After Effects |
| |
|
|
|
|
| |
|
|
|
|
| Work |
|
Blue Sky Studios |
| Experience |
|
|
Modeler |
December 2006 – Present |
| |
Model characters, sets, and props on the following films: |
| |
|
“Ice Age: Continental Drift” |
| |
|
“Rio” |
| |
|
“Ice Age: Dawn of the Dinosaurs” |
| |
|
“Dr. Suess’ Horton Hears a Who!” |
|