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

<rss version="2.0">
<channel>
<title>jamesmk's CGPortoflio Gallery</title>
<link>http://jamesmk.cgsociety.org/gallery/</link>
<description>jamesmk's gallery of images</description>
<language>en-us</language>
<ttl>120</ttl>
	<item>
	<title>Larva lamp</title>
	<link>http://jamesmk.cgsociety.org/gallery/612631</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/27885/27885_1206393923_small.jpg"><br><br>Mainly an unexpected detour while I was supposed to work on something else...<br />
<br />
So, I'm doing some UV layouts for another project, and happen to pick up a few stray words from the TV (I always have audio switched on, but rarly actually watch anything...) - an old episode of 'Mythbusters', and someone mentions 'lava lamp' -  of course, a second later a few of my neurons misfire, and I end up with this...<br />
<br />
Modeled, painted and rendered in Cinema4D, sculpted in Mudbox.]]>
	</description>
	<pubDate>Mon, 24 Mar 2008 21:25:29 +0000</pubDate>
	</item>
	<item>
	<title>Aspasia, adaptation (Museo Pio-Clementino)</title>
	<link>http://jamesmk.cgsociety.org/gallery/470295</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/27885/27885_1173021738_small.jpg"><br><br>Wanted to make my own version of an ancient bust of Aspasia, who was once upon a time busy doing... er... lots of stuff in ancient greece. Among other things, she was apparently married to Pericles at some point. Aspasia herself that is, not the bust...<br />
<br />
Anyway - I found a photo of the original marble piece while browsing wikipedia a few days ago, and decided to give it ago. Unfortunately I was not quite capable of capturing the elusive beauty of the original, but I'm pretty satisfied with the final result none the less.<br />
<br />
Technically, I roughed out a simple base mesh in C4D (around 1000 quads) and brought that into MudBox. Spent two days on and off merrily sculpting away, then extracted a 6144 x 2048 displacement map from the final 3.5 million poly sculpt, brought everything back into Cinema and painted a colour map in BodyPaint. The final lighting was a fairly simple setup with three fill omnis, one additional omni for some rim lighting, and a rather large rectangular arealight with areashadows for the key light. <br />
<br />
<br />
<br />
.<br />
<br />
]]>
	</description>
	<pubDate>Sun, 04 Mar 2007 15:22:24 +0000</pubDate>
	</item>
	<item>
	<title>Slug (discomfort)</title>
	<link>http://jamesmk.cgsociety.org/gallery/408387</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/27885/27885_1158934077_small.jpg"><br><br>Well, three days ago I got this sudden flash of inspiration, and simply HAD to make this still - preferably as fast as possible, since sudden flashes have a tendency to fade out rather quickly. Spent two days in 3D (Cinema 4D) and one day in photoshop, tweaking the living daylight out of the rendered passes.<br />
<br />
The original idea itself called for mostly black and white with some accent colour, gritty noirish chiaroscuro, so I just went along with that, and tried to make something that was ugly yet aesthetically pleasing at the same time.<br />
<br />
My intention is for this image to be mildly uncomfortable, a bit ambiguous, and perhaps slightly amusing, depending on how you look at it - so tell me what you're thinking...]]>
	</description>
	<pubDate>Fri, 22 Sep 2006 14:07:59 +0000</pubDate>
	</item>
	<item>
	<title>Making Local Weather</title>
	<link>http://jamesmk.cgsociety.org/gallery/174320</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/27885/27885_1096654656_small.jpg"><br><br>Just got this idea about a really local weather system produced inside a glass jar... Being in a temporary &quot;production mode&quot;, I tried to make it as fast as possible while maintaining a good quality - and ended up with a total of around 14 hours work (not including rendering of course).<br />
Aside from standard C4D features, I've used PyroCluster for the smoke/cloud. The grass is generated polygons, around 220 K, and it's been rather heavily post processed to give a fluffy, toyish look.<br />
Looking for overall crits and comments.<br />
]]>
	</description>
	<pubDate>Fri, 01 Oct 2004 18:17:43 +0000</pubDate>
	</item>
	<item>
	<title>Rotting Behind The Wheel</title>
	<link>http://jamesmk.cgsociety.org/gallery/304299</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/27885/27885_1135297614_small.jpg"><br><br>Just a quickie here based on models I've built for the last few challenges, and I just felt I should put them together in a new context somehow.<br />
To avoid the &quot;default type&quot; car render, I decided to put a zombie driver behind the wheel.<br />
]]>
	</description>
	<pubDate>Fri, 23 Dec 2005 00:26:57 +0000</pubDate>
	</item>
	<item>
	<title>Grand Space Opera Entry</title>
	<link>http://jamesmk.cgsociety.org/gallery/211285</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/27885/27885_1108529615_small.jpg"><br><br>This image was entered for the Grand Space Opera Challenge. You can see the full entry <a href="http://www.cgnetworks.com/challenge/grandspaceopera/entry.php?challenger=3764" target="_blank">here</a>.<br />
]]>
	</description>
	<pubDate>Wed, 16 Feb 2005 04:53:35 +0000</pubDate>
	</item>
	<item>
	<title>Alienware Entry</title>
	<link>http://jamesmk.cgsociety.org/gallery/167092</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/27885/27885_1094194256_small.jpg"><br><br>This image was entered for the Alienware Challenge. You can see the full entry <a href="http://www.cgnetworks.com/alienware/entry.php?challenger=132" target="_blank">here</a>.<br />
]]>
	</description>
	<pubDate>Fri, 03 Sep 2004 06:50:58 +0000</pubDate>
	</item>
	<item>
	<title>A Blue/orange Study - Errorchitecture</title>
	<link>http://jamesmk.cgsociety.org/gallery/211912</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/27885/27885_1108684009_small.jpg"><br><br>While I usually find some architectural renders interesting to look at, I've never actually had the desire to make one myself - - but then I got this idea about making something with major flaws; doors in the wrong place, stairs with less than optimal alignment and so on... and I came up with this after about four days of work.<br />
The intention is to make something reasonably believable, yet hopefully giving the impression that &quot;there's something seriously wrong with this picture&quot;.<br />
Concept aside, it was a lighting excercise, mostly in terms of getting a nice result in the relatively large areas that only get indirect light. I used four cyan/blue area lights around the scene to get a diffuse daylight, a yellow/orange parallel spot with hard shadows for the sun, and six or seven omnis in various places for bounced light.<br />
Aside from some ambient occlusion, it's traditionally lit, and finally rather extensively tweaked in photoshop using object buffers and a depth pass.<br />
C &amp; C welcome - particularly lighting related.<br />
]]>
	</description>
	<pubDate>Thu, 17 Feb 2005 23:46:53 +0000</pubDate>
	</item>
	<item>
	<title>MudBox experiments</title>
	<link>http://jamesmk.cgsociety.org/gallery/455703</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/27885/27885_1169731637_small.jpg"><br><br>Just playing around with MudBox at the moment. It's truly an incredibly slick app.... In this case, I simply grabbed the base mesh from my version of Lanier (from the EON challenge) and gave him a good make-over in ye olde MB...]]>
	</description>
	<pubDate>Thu, 25 Jan 2007 13:27:52 +0000</pubDate>
	</item>
</channel>
</rss>
