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<title>bu3d's CGPortoflio Gallery</title>
<link>http://bu3d.cgsociety.org/gallery/</link>
<description>bu3d's gallery of images</description>
<language>en-us</language>
<ttl>120</ttl>
	<item>
	<title>Arizona Jenkins</title>
	<link>http://bu3d.cgsociety.org/gallery/684435</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g06/32906/32906_1223909601_small.jpg"><br><br>]]>
	</description>
	<pubDate>Mon, 13 Oct 2008 14:53:25 +0000</pubDate>
	</item>
	<item>
	<title>Bu Fighter</title>
	<link>http://bu3d.cgsociety.org/gallery/684437</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g06/32906/32906_1223909800_small.jpg"><br><br>Bu, Fighter, cabine, pilot, Bu3D, CarlosNCT, ]]>
	</description>
	<pubDate>Mon, 13 Oct 2008 14:56:44 +0000</pubDate>
	</item>
	<item>
	<title>SteamGirl</title>
	<link>http://bu3d.cgsociety.org/gallery/671844</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/32906/32906_1220629759_small.jpg"><br><br>A Character design developed for a challenge agains a friend (Ballo).<br />
<br />
We both were developing a female character with a steampunk looking. This was the final picture of my design.<br />
<br />
C&amp;C are welcome <img src="http://forums.cgsociety.org/images/smilies/wink.gif" border="0" alt="" title="" class="inlineimg" /><br />
Bye!<br />
<br />
<br />
PS: Scuse my english <img src="http://forums.cgsociety.org/images/smilies/wink.gif" border="0" alt="" title="" class="inlineimg" /> ]]>
	</description>
	<pubDate>Fri, 05 Sep 2008 15:49:23 +0000</pubDate>
	</item>
	<item>
	<title>Special Harvest</title>
	<link>http://bu3d.cgsociety.org/gallery/684441</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g06/32906/32906_1223910062_small.jpg"><br><br>]]>
	</description>
	<pubDate>Mon, 13 Oct 2008 15:01:06 +0000</pubDate>
	</item>
	<item>
	<title>Red Mars</title>
	<link>http://bu3d.cgsociety.org/gallery/671848</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/32906/32906_1220630575_small.jpg"><br><br>A picture inspired in Kim Stanley Robinson's book, Red Mars.]]>
	</description>
	<pubDate>Fri, 05 Sep 2008 16:02:58 +0000</pubDate>
	</item>
	<item>
	<title>Mr. Cold</title>
	<link>http://bu3d.cgsociety.org/gallery/292494</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/32906/32906_1131503360_small.jpg"><br><br>Hi! This is the tatest picture that I have made. Sometiems I draw a character, and after I start to create all his history , characteristics, and other things of his design. I search the best enviroment for him and I complete all his appearance.<br />
The render time was above 50 hours. I optimized all but... Surely I didnīt so good <img src="http://forums.cgsociety.org/images/smilies/grin.gif" border="0" alt="" title="" class="inlineimg" /> ... I show some documentation about the process. And some images of detaills and other interesting things.<br />
If someone wish to see an High Resolution Image, they should click here:<br />
[L=HI-RES IMAGE]http://www.bu3d.com/menu_imagen/coldpasillo_hres4000.jpg[/L]<br />
<img src="http://www.bu3d.com/menu_imagen/cold_detalles01.jpg" border="0" alt="" /><br />
<b>Wire picture:</b><br />
<img src="http://www.bu3d.com/menu_imagen/cold_malla.jpg" border="0" alt="" /><br />
<b>DESIGN:</b><br />
I started from this sketch. Later, I was painting it on Photoshop, searching the best combination of colors for his appearence. Alwais looking for the transmition of his personality.<br />
<img src="http://www.bu3d.com/menu_imagen/cold_boceto.jpg" border="0" alt="" />    <img src="http://www.bu3d.com/menu_imagen/cold_boceto_color.jpg" border="0" alt="" /><br />
<b>MODELLING/TEXTURING/RIGGING:</b><br />
I modelled it with &quot;box modelling&quot;. In some things I was modelling through splines, in things like the helmet and his shoulders. In the first stage I was modelling on a low-poly model, so after I went to ZBrush, and I refined the model and exported the Displacement map to Max.<br />
Since the texture of the model is simple enough, I opt for painting it on Zbrush. I didnīt make uvwunwarp on Max, and I made it on Zbrush, with his caotic mapping <img src="http://forums.cgsociety.org/images/smilies/grin.gif" border="0" alt="" title="" class="inlineimg" /><br />
<img src="http://www.bu3d.com/menu_imagen/coldbrazo01_zbrush.jpg" border="0" alt="" /><br />
<img src="http://www.bu3d.com/menu_imagen/coldguante_01.jpg" border="0" alt="" /><br />
<img src="http://www.bu3d.com/menu_imagen/coldguante_zbrush.jpg" border="0" alt="" /><br />
The rigging of the character was simply on all of his structure, except the jewels on his waist. It was necessary to make a IK system more complex, attaching some dummyes and IKīs to some parts of the skeleton. With this rig, I only had to put on pose and to move some dummyes.<br />
<img src="http://www.bu3d.com/menu_imagen/coldpasillo_capturabones.jpg" border="0" alt="" /><br />
<b>SCENE AND ILUMINATION:</b><br />
The scene is composed by a passage, one door, and a reflectivity ground. There are a lot of &quot;Direct&quot; lights on the ceiling, and another &quot;Area&quot; (Brazil light) for the sides of the passage. All that optimized the best I could <img src="http://forums.cgsociety.org/images/smilies/grin.gif" border="0" alt="" title="" class="inlineimg" /><br />
The character have an Area light (Brazil) like a primary light on his top. And another lights to complete the ilumination, like the next picture:<br />
<img src="http://www.bu3d.com/menu_imagen/coldpasillo_luzapoyo.jpg" border="0" alt="" /><br />
<b>RENDER:</b><br />
I used Brazil for the render, with the next settings:<br />
Resolution: 2619x4000<br />
Image sampling: &quot;Min Samples&quot; o; &quot;Max Samples&quot; 1<br />
Motion Blur: off<br />
Direct Illumination: On, sin sky light<br />
Indirect Illumination: Off, sin sky light<br />
Sub-Surface Effects: &quot;Sample Rate&quot; 3<br />
View Rate: 3<br />
Bounces: 1<br />
<b>SHADERS:</b><br />
All have a simply shaders except things like the armour or the ground. The armour are a Sub Surface Scattering material (Brazil Advanced-Skin), and the ground have a &quot;Brazil Chrome&quot; Material.<br />
The chrome material have a very low &quot;Noise&quot; in bump. And other settings that you can see in the next picture:<br />
<img src="http://www.bu3d.com/menu_imagen/coldpasillo_capturachrome.jpg" border="0" alt="" /><br />
<b>POSTPRODUCTION:</b><br />
Photoshop 7.0 with Wacom Graphire 3 XL. I used only After Effects only for extract the Z-Depth channel, just to use it after in PS. Smoke, some corrections, and DOF were painted made here, in Photoshop.<br />
And Itīs all. I wish you like it. And maybe someone can learns a bit from here.<br />
Crittiques and commentaries are welcome!<br />
Bye!!<br />
<a href="http://www.bu3d.com/menu_imagen/coldpasillo_hres4000.jpg" target="_blank">&gt;&gt; Hi resolution image &lt;&lt;</a><br />
]]>
	</description>
	<pubDate>Wed, 09 Nov 2005 02:29:27 +0000</pubDate>
	</item>
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