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<title>mindrot's CGPortoflio Gallery</title>
<link>http://mindrot.cgsociety.org/gallery/</link>
<description>mindrot's gallery of images</description>
<language>en-us</language>
<ttl>120</ttl>
	<item>
	<title></title>
	<link>http://mindrot.cgsociety.org/gallery/585013</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/30914/30914_1200525614_small.jpg"><br><br>]]>
	</description>
	<pubDate>Wed, 16 Jan 2008 23:20:40 +0000</pubDate>
	</item>
	<item>
	<title>Zombie Girl closeup 1</title>
	<link>http://mindrot.cgsociety.org/gallery/585012</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/30914/30914_1200525487_small.jpg"><br><br>]]>
	</description>
	<pubDate>Wed, 16 Jan 2008 23:18:25 +0000</pubDate>
	</item>
	<item>
	<title>Zombie Girl </title>
	<link>http://mindrot.cgsociety.org/gallery/585011</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/30914/30914_1200525299_small.jpg"><br><br>]]>
	</description>
	<pubDate>Wed, 16 Jan 2008 23:15:46 +0000</pubDate>
	</item>
	<item>
	<title>Zombie Girl (Game Art)</title>
	<link>http://mindrot.cgsociety.org/gallery/584978</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/30914/30914_1200519183_small.jpg"><br><br>I’ve finally gotten around to finishing her, so I thought I post her here in the finished section to show her off a bit. <br />
<br />
It's been a real slog finding time and energy to work on her. I must admit I'm really happy with the way she has turned out, though with that in mind there are one or two small areas that could be improved upon (but aren’t there always?).<br />
<br />
She weighs in at 8631 triangles (excluding the base). She’s made up of 3 x 2048x2048 textures (Diffuse map, Normal map and Specular map). There’s also one small 128x128 for an environment map on her eyes.<br />
<br />
Modelled and rendered in Max 8 using standard Max materials and the scan-line rendered. Sculpting done in Zbrush.<br />
<br />
I hope you like.<br />
<br />
~M~<br />
]]>
	</description>
	<pubDate>Wed, 16 Jan 2008 21:33:31 +0000</pubDate>
	</item>
	<item>
	<title>Female Vampire Bust</title>
	<link>http://mindrot.cgsociety.org/gallery/483864</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/30914/30914_1176139592_small.jpg"><br><br>A short project I did for myself, which is part of my Living Dead Girl series. This being number 2 in that series(i'm still working on number 1).]]>
	</description>
	<pubDate>Mon, 09 Apr 2007 17:27:02 +0000</pubDate>
	</item>
	<item>
	<title>Female Vampire Bust (wires)</title>
	<link>http://mindrot.cgsociety.org/gallery/483865</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/30914/30914_1176139694_small.jpg"><br><br>A short project I did for myself, which is part of my Living Dead Girl series. This being number 2 in that series(i'm still working on number 1).]]>
	</description>
	<pubDate>Mon, 09 Apr 2007 17:28:16 +0000</pubDate>
	</item>
	<item>
	<title>Hitchhiker Girl (Game Art)</title>
	<link>http://mindrot.cgsociety.org/gallery/366966</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/30914/30914_1149622859_small.jpg"><br><br>…My first normal mapped model. I admit she’s nothing too exciting to look at. No gapping wounds, or exposed breasts.<br />
<br />
I’ve had a bit of a love hate relationship with this model. I started this model around June last year I think, as a learning process for normal mapping. I finished her a few months later (yes it was a bit of a slow project for me. Time is an issue sometimes). Since then she has been floating around on my pc wanting to be finished.<br />
<br />
A bit earlier this year I though that I had better do something with her so that she doesn’t go to waste, so I prepared her to be posted on my site and here on CGTalk. At the time she was just a figure on her own, so, I decided to give her a prop, to take her a bit further. First off it was a pistol, an HK USP to be precise. I was also building a bit more of an intricate base for her, but of course I got bored modelling the gun and the base was kind of distracting from the actual character. So, as things go, I scrapped them both and built the base you see here (it could be refined further), but she was still a bit lonely, so I first gave her a Katana sword, but I though that was a bit of a cop out, and a bit abvious, as it didn’t really add to the character’s personality… so I gave her a pipe (?), I guess for bashing people or zombies over the head, but that was also a bit of an after thought (though perhaps better than the aforementioned sword).<br />
<br />
Anyway, I decided to settle on a bag, which I felt was more appropriate as it added something a bit extra to her but didn’t take away from her personality.<br />
<br />
Well here she is finally *sighs*. I was taking a bit of a break after starting at Eurocom (I actually made a feeble attempt at ZBrushing my zombie stripper (have a look at my website)). <br />
<br />
Like I mentioned this has been a real labour. I’m not 100% happy with her (though I still think she turned out quite nicely), but if I had to continue nit-picking at her until I was happy, she’d never get done. Yes there are a few anatomy issues and yes some of the normal maps are a bit buggy and the rigging is, well…bad. But none the less she is probably my tidiest model yet... don't get me started on the lighting.<br />
<br />
I’ve learnt some really useful techniques since finishing her, which I wish I had known when I started her. But I guess I’ll leave that for my next creation. But, at the same time I’ve learnt so much since starting her as well.<br />
<br />
Okay on to the technical stuff: She is 7596 polys heavy (she could be optimised more), excluding the base. Multiple textures, the largest of which is is 1024x1024…. I’ll leave it at that.<br />
<br />
Thanks to everyone who followed my thread in the WIP Game Art section http://forums.cgsociety.org/showthread.php?t=356859<br />
<br />
~M~<br />
<br />
<br />
]]>
	</description>
	<pubDate>Tue, 06 Jun 2006 19:41:03 +0000</pubDate>
	</item>
	<item>
	<title>Hitchhiker Girl - Game Art</title>
	<link>http://mindrot.cgsociety.org/gallery/365665</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/30914/30914_1149339330_small.jpg"><br><br>…My first normal mapped model. Okay I admit she’s nothing too exciting to look at. No gapping wounds, or exposed breasts.<br />
<br />
I’ve had a bit of a love hate relationship with this model. I started this model around June last year I think, as a learning process for normal mapping. I finished her a few months later (yes it was a bit of a slow project for me. Time is an issue sometimes). Since then she has been floating around on my pc wanting to be finished.<br />
<br />
A bit earlier this year I though that I had better do something with her so that she doesn’t go to waste, so I prepared her to be posted on my site and here on CGTalk. At the time she was just a figure on her own, so, I decided to give her a prop, to take her a bit further. First off it was a pistol, an HK USP to be precise. I was also building a bit more of an intricate base for her, but of course I got bored modelling the gun and the base was kind of distracting from the actual character. So, as things go, I scrapped them both and built the base you see here, but she was still a bit lonely, so I first gave her a Katana sword, but I though that was a bit of a cop out, and a bit abvious, as it didn’t really add to the character’s personality… so I gave her a pipe (?), I guess for bashing people or zombies over the head, but that was also a bit of an after thought (though perhaps better than the aforementioned sword). <br />
<br />
Anyway, I decided to settle on a bag, which I felt was more appropriate as it added something a bit extra to her but didn’t take away from her personality.<br />
<br />
Well here she is finally *sighs*. I’m really sorry for the massive delay. I was taking a bit of a break after starting at Eurocom (I actually made a feeble attempt at ZBrushing my zombie stripper (have a look at my website)). Like I mentioned this has been a real labour. I’m not 100% happy with her (though I still think she turned out quite nicely), but if I had to continue nit-picking at her until I was happy, she’d never get done. Yes there are a few anatomy issues and yes some of the normal maps are a bit buggy and the rigging is, well…bad. But none the less she is probably my tidiest model yet. <br />
<br />
I’ve learnt some really useful techniques since finishing her, which I wish I had known when I started her. But I guess I’ll leave that for my next creation. But, at the same time I’ve learnt so much since starting her as well.<br />
<br />
Speaking of which, I will be working on some more exiting undead stuff very soon.<br />
<br />
Okay on to the technical stuff: She is 7596 polys heavy (she could be optimised more), excluding the base. Multiple textures, the largest of which is is 1024x1024…. I’ll leave it at that (coz they are a mess). <br />
<br />
~M~<br />
]]>
	</description>
	<pubDate>Sat, 03 Jun 2006 12:55:33 +0000</pubDate>
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