<?xml version="1.0" encoding="ISO-8859-1"?>

<rss version="2.0">
<channel>
<title>brimofobscurity's CGPortoflio Gallery</title>
<link>http://brimofobscurity.cgsociety.org/gallery/</link>
<description>brimofobscurity's gallery of images</description>
<language>en-us</language>
<ttl>120</ttl>
	<item>
	<title>Female, tabula rasa</title>
	<link>http://brimofobscurity.cgsociety.org/gallery/703966</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g90/215290/215290_1228333956_small.jpg"><br><br>This is a work-in-progress female that I started quite some time ago in Zbrush. I recently picked it back up. It was going in a sci-fi direction initially, but we'll see if that continues.]]>
	</description>
	<pubDate>Wed, 03 Dec 2008 19:52:39 +0000</pubDate>
	</item>
	<item>
	<title>Modern technique</title>
	<link>http://brimofobscurity.cgsociety.org/gallery/545954</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/215290/215290_1191353876_small.jpg"><br><br>A real-time piece. This was a quick deviation from the lowest common denominator aim of my current simulation work. Sometimes it's nice to work on something with more modern tech in mind, even if it's just for my own amusement and practice.<br />
<br />
Normal, specular and alpha maps were used, sometimes all at once as was the case with the ferns.]]>
	</description>
	<pubDate>Tue, 02 Oct 2007 19:37:58 +0000</pubDate>
	</item>
	<item>
	<title>H.P. Lovekong</title>
	<link>http://brimofobscurity.cgsociety.org/gallery/444828</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/215290/215290_1167235208_small.jpg"><br><br>This creature was created as an exercise for getting back into zbrush after a lapse of a few months. The original concept was my own, but the actual concept art that I modeled from was done by a friend and co-worker, Leon Harmon. I have no idea how long I took to finish it since most of it was done during lunch breaks on my laptop.]]>
	</description>
	<pubDate>Wed, 27 Dec 2006 16:00:11 +0000</pubDate>
	</item>
	<item>
	<title>The Senator (work in progress)</title>
	<link>http://brimofobscurity.cgsociety.org/gallery/446642</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/215290/215290_1167829478_small.jpg"><br><br>This was the result of my first exercise in sculpting from scratch using Z Spheres in ZBrush. I still need to do more proper color and lighting work on it, but since I haven't touched it in quite a while it may become one of those perpetual works-in-progress.]]>
	</description>
	<pubDate>Tue, 02 Jan 2007 14:05:53 +0000</pubDate>
	</item>
	<item>
	<title>Realtime model - MP7</title>
	<link>http://brimofobscurity.cgsociety.org/gallery/445442</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/215290/215290_1167398371_small.jpg"><br><br>This is one example of some of the realtime weapon models I created when I worked in military simulation.]]>
	</description>
	<pubDate>Fri, 29 Dec 2006 13:19:33 +0000</pubDate>
	</item>
	<item>
	<title>Generic space guy - Game Model</title>
	<link>http://brimofobscurity.cgsociety.org/gallery/557395</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/215290/215290_1194104781_small.jpg"><br><br>This real time bust was inspired by the game Mass Effect. I used three 1024x1024 texture maps; one for the diffuse, one for the specular and one for the normal map channel.<br />
<br />
It's not quite done, but I'm proud of it so far so I thought I'd show it. Next up will be to decide between bone deformation or blend shapes for the facial animation.]]>
	</description>
	<pubDate>Sat, 03 Nov 2007 15:46:24 +0000</pubDate>
	</item>
	<item>
	<title>Low-poly snow boarder</title>
	<link>http://brimofobscurity.cgsociety.org/gallery/444830</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/215290/215290_1167235405_small.jpg"><br><br>This was created as an art test for a game developer. There is an animation sequence that goes along with it, hence the rigging.<br />
Textures are all photo-reference (obviously). I think this was modeled, textured, rigged and animated within a couple of weeks, but it's been a while so I honestly don't remember.<br />
]]>
	</description>
	<pubDate>Wed, 27 Dec 2006 16:03:27 +0000</pubDate>
	</item>
	<item>
	<title>The last word from Prof. C. H. Dundridge</title>
	<link>http://brimofobscurity.cgsociety.org/gallery/448304</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/215290/215290_1168181050_small.jpg"><br><br>Just a little Lovecraft send-up I threw together. I wanted to put the creature into an environment.]]>
	</description>
	<pubDate>Sun, 07 Jan 2007 01:51:29 +0000</pubDate>
	</item>
	<item>
	<title>Cartoony Hippo</title>
	<link>http://brimofobscurity.cgsociety.org/gallery/526595</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/215290/215290_1186505472_small.jpg"><br><br>This was a fairly quick ZBrush sculpt from a base mesh created in 3ds max. It was a gift for my cousin's daughter.]]>
	</description>
	<pubDate>Tue, 07 Aug 2007 16:51:23 +0000</pubDate>
	</item>
</channel>
</rss>
