STEPHANIE POCKLINGTON



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STEPHANIE POCKLINGTON CELL: 1-905-599-4385 EMAIL: stpocklington@gmail.com WEB: www.pockstudio.com EXPERIENCE Moving Picture Company (MPC) - September 2013 to present Montreal, QC Cinderella Assets - modeling and texturing Into the Woods Asset Support - model fixes, techanim and rotoanim fixes X-Men 2: Days of Future Past Environments - guiding team through environment modeling, ran tutorials on 3D software/mpc packaging, uving, texturing and sculpting, tech fixes, 3-D and 2-D projections, minor matte painting Assets - character modeling, vehicle concept modeling, prop modeling and blendshaping for rigging Moving Picture Company (MPC) - January 2012 to September 2013 Vancouver, BC Maleficent Assets - modeling props with cloth capabilities, texturing props Techanim - organized and guided team through specific Groom (grass) setup for a sequence, created multiple cloth setups for various crowd animations, ran cloth simulation through crowd pipeline, pipeline fixes for groom and crowd Environments - cleaning releasing client's PSD files for use in pipeline and layout Percy Jackson 2: Sea of Monsters Assets - character modeling and texturing Techanim - cloth simulations, skin deformations and fixes, pipeline fixes 300: Rise of an Empire Assets - character modeling Environments - modeling for projection, occlusion renders for matte painters The Lone Ranger Assets - modeling and texturing Techanim - cloth simulation for environment animations Fast and the Furious 6 Assets - street prop modeling and texturing Environments - set extension modeling and projection Into the Storm Assets - street prop and debris modeling and texturing

Seventh Son Environments - environment modeling and projection with provided matte painting, sculpted higher resolution landscapes, lighting on buildings for animated specular passes Techanim - character transformation blendshaping and deformations Man of Steel Assets - camera and reference photo line-up, modeling street props & partial vehicle Techanim - character finishing with deformers, intersection fixes, cloth clean-up, pipeline fixes, minor mechanical animations and tweaks Godzilla Previs - modeling, uving and texturing elements: vehicles, environments and effects Elysium Assets - prop modeling Other Experience Alt-F4 Studio - 2009 - summer Concept artist for an unreleased sci-fi/horror themed video game Red Canoe Gallery - 2008-2011 - summers Gallery assistant Freelance - 2004 - present Presented and sold my own art in personal exhibitions and online Provided clients with graphic design, logo work, album covers and t-shirt line designs EDUCATION Vancouver Film School - 2011 Vancouver, BC, Canada Diploma: 3-D Animation and Visual Effects University of Western Ontario - 2010 London, Ontario, Canada Degree: Bachelor of Arts: Double Major: Bioarchaeological Anthropology and Visual Arts References available upon request

REEL BREAKDOWN SHOT 1: MAN OF STEEL Techanim - Fixed intersections within armour and with truck, minor animations/articulations between armour plates, tube shape corrections SHOT 2 : SEVENTH SON Environments - Modeled/sculpted cliff, valley and island elements, tested parallax with projections for use in stereo, modeled some city elements for projection SHOT 3: 300: RISE OF AN EMPIRE Environments - Modeled objects from provided matte painting in courtyard for projection, converted images into textures for bump/displacement pass in floor SHOT 4, 5 & 6: X-MEN 2: DAYS OF FUTURE PAST Modeling - sentinel carrier modeling exterior and interior designs, modelled internal mechanisms and animated movements/lighting as previs

SHOT 7: PERCY JACKSON 2: SEA OF MONSTERS Character Modeling - remodeled/cleaned cloth, various model/uv fixes to character, inner mouth modeling (teeth, gums, plaque etc.), modeled belt skulls and attaching ropes, modeled clothmodel for simulation use Techanim - simulated cloth, built and simulated separate cloth simulation system for dangling body shells, skin fixes, muscle flexing and rippling on hit, intersection fixes SHOT 8: MAN OF STEEL Modeling - modeled some of the vehicle door and surrounding car SHOT 9: MAN OF STEEL Techanim - animated earpieces and neck armour going backwards, animation and intersection fixes on the fingers SHOT 10 & 18: MAN OF STEEL Techanim - edited animation slightly to give fingers more natural space for armour, fixed remaining intersections

SHOT 11 & 12: SEVENTH SON Environments - sculpted background cliffs for projection, modeled/sculpted foreground rocks for projection, modeled city elements, occlusion renders made to aid matte painter with perspective, tested models and projections in nuke SHOT 13: MAN OF STEEL Techanim - animated energy field stretching and falling back, armour intersection fixes, constrained inner neck armour to better rest around neck SHOT 14: PERCY JACKONS 2: SEA OF MONSTERS Techanim - simulated beard motion with geo attached to cloth simulation Modeling - inner mouth modeling SHOT 15: MAN OF STEEL Techanim - cloth intersection and smoothing fixes, character rump sculpt fix, armour intersection fixes, animation tweaks to allow for more room for armour Modeling - street props SHOT 16: MAN OF STEEL Techanim - animated earpiece to smoothly reveal where actor left no room for CG element, other armour intersection fixes, reshaped energy field to better fit actor/movements

SHOT 17: MAN OF STEEL Techanim - reshaped energy field to conform to face and neck better, animated shape to movements, armour intersection fixes SHOT 19: MALEFICENT Crowd/Cloth - setup 13 different cloth setups (skirts, shirts, pants, shoals) for crowd characters and simulated them SHOT 20: MALEFICENT Crowd/Cloth/Fur - setup longer flag cloth setup and simulated them, simulated crowd cloth skirts, simulated horse tail fur dynamics SHOT 21: MALEFICENT Groom - edited groom grass setup, procedurally layered maps to achieve different volumes and shapes of growth dependent on layout geometry SHOT 22: MAN OF STEEL Techanim - animated tubes to appear more natural in movement to allow for space during periods where actor left less room for the tubes between practical chest piece and CG elements, minor amour animations and intersection fixes SHOT 23: PERCY JACKONS 2: SEA OF MONSTERS Modeling/Texturing - character modeling fixes, inner mouth modelling (teeth, gums, plaque etc.), texture fixes

SHOT 24-28: FAST AND THE FURIOUS 6 Modeling - modeled parking street lamps and overpass for environments/projection and reflections, modeled parking barrier Texturing - painted base textures for barrier SHOT 29: MAN OF STEEL Techanim - edited animation and timing of breather pieces to avoid intersections with itself and possible plate interference, other armour intersection fixes