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

<rss version="2.0">
<channel>
<title>davec's CGPortoflio Gallery</title>
<link>http://davec.cgsociety.org/gallery/</link>
<description>davec's gallery of images</description>
<language>en-us</language>
<ttl>120</ttl>
	<item>
	<title>Cheering Crowd</title>
	<link>http://davec.cgsociety.org/gallery/684789</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g87/90987/90987_1223977474_small.jpg"><br><br>Crowd sequence and stadium for online Game]]>
	</description>
	<pubDate>Tue, 14 Oct 2008 09:44:36 +0000</pubDate>
	</item>
	<item>
	<title>Work in progress</title>
	<link>http://davec.cgsociety.org/gallery/627269</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/90987/90987_1209713392_small.jpg"><br><br>WIP]]>
	</description>
	<pubDate>Fri, 02 May 2008 07:29:57 +0000</pubDate>
	</item>
	<item>
	<title>Work in progress</title>
	<link>http://davec.cgsociety.org/gallery/627268</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/90987/90987_1209713261_small.jpg"><br><br>WIP]]>
	</description>
	<pubDate>Fri, 02 May 2008 07:27:46 +0000</pubDate>
	</item>
	<item>
	<title>Evil_Creature</title>
	<link>http://davec.cgsociety.org/gallery/600167</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/90987/90987_1203934312_small.jpg"><br><br>Modelling and Texturing of creature concept for BIOWARE CORP.<br />
Concept supplied by BIOWARE.]]>
	</description>
	<pubDate>Mon, 25 Feb 2008 10:11:56 +0000</pubDate>
	</item>
	<item>
	<title>Evil_Creature</title>
	<link>http://davec.cgsociety.org/gallery/600164</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/90987/90987_1203933162_small.jpg"><br><br>Modelling and Texturing of creature concept for BIOWARE CORP.<br />
Concept supplied by BIOWARE.]]>
	</description>
	<pubDate>Mon, 25 Feb 2008 09:52:46 +0000</pubDate>
	</item>
	<item>
	<title>1971 Plymouth Satelitte</title>
	<link>http://davec.cgsociety.org/gallery/587112</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/90987/90987_1201025714_small.jpg"><br><br>WORK IN PROGRESS Next model im working on. High res Plymouth Satellite 1971]]>
	</description>
	<pubDate>Tue, 22 Jan 2008 18:15:59 +0000</pubDate>
	</item>
	<item>
	<title>1971 Plymouth Satelitte</title>
	<link>http://davec.cgsociety.org/gallery/587111</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/90987/90987_1201025516_small.jpg"><br><br>WORK IN PROGRESS Next model im working on. High res Plymouth Satellite 1971]]>
	</description>
	<pubDate>Tue, 22 Jan 2008 18:13:09 +0000</pubDate>
	</item>
	<item>
	<title>Honda NSR 500</title>
	<link>http://davec.cgsociety.org/gallery/567171</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/90987/90987_1196353943_small.jpg"><br><br>High Res model and environment of the Honda NSR 500 racebike]]>
	</description>
	<pubDate>Thu, 29 Nov 2007 16:32:26 +0000</pubDate>
	</item>
	<item>
	<title>1975 Chevrolet Camaro Interior</title>
	<link>http://davec.cgsociety.org/gallery/567087</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/90987/90987_1196337423_small.jpg"><br><br>This is the interior from a 1975 Chevrolet Camaro. It was built just from photographic reference as a personal project. I could'nt find any blueprints on the car itself due to its age. The car was built and rendered in 3DS max using Vray, and all the shaders are Vray based.]]>
	</description>
	<pubDate>Thu, 29 Nov 2007 11:57:07 +0000</pubDate>
	</item>
	<item>
	<title>Next Gen game character</title>
	<link>http://davec.cgsociety.org/gallery/522833</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/90987/90987_1185529325_small.jpg"><br><br>Game character created for next generation consoles. 26,000 polys approx]]>
	</description>
	<pubDate>Fri, 27 Jul 2007 09:42:07 +0000</pubDate>
	</item>
	<item>
	<title>Next Gen game character</title>
	<link>http://davec.cgsociety.org/gallery/522832</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/90987/90987_1185529263_small.jpg"><br><br>Game character created for next generation consoles. 26,000 polys approx]]>
	</description>
	<pubDate>Fri, 27 Jul 2007 09:41:08 +0000</pubDate>
	</item>
	<item>
	<title>Next Gen game character</title>
	<link>http://davec.cgsociety.org/gallery/522831</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/90987/90987_1185529185_small.jpg"><br><br>Game character created for next generation consoles. 26,000 polys approx]]>
	</description>
	<pubDate>Fri, 27 Jul 2007 09:40:02 +0000</pubDate>
	</item>
	<item>
	<title>Game art concept sketch</title>
	<link>http://davec.cgsociety.org/gallery/558073</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/90987/90987_1194290816_small.jpg"><br><br>]]>
	</description>
	<pubDate>Mon, 05 Nov 2007 19:27:00 +0000</pubDate>
	</item>
	<item>
	<title>Game art concept sketch</title>
	<link>http://davec.cgsociety.org/gallery/558072</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/90987/90987_1194290770_small.jpg"><br><br>]]>
	</description>
	<pubDate>Mon, 05 Nov 2007 19:26:11 +0000</pubDate>
	</item>
	<item>
	<title>Game art concept sketch</title>
	<link>http://davec.cgsociety.org/gallery/558071</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/90987/90987_1194290686_small.jpg"><br><br>]]>
	</description>
	<pubDate>Mon, 05 Nov 2007 19:24:54 +0000</pubDate>
	</item>
	<item>
	<title>Game art concept sketch </title>
	<link>http://davec.cgsociety.org/gallery/558070</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/90987/90987_1194290620_small.jpg"><br><br>]]>
	</description>
	<pubDate>Mon, 05 Nov 2007 19:23:45 +0000</pubDate>
	</item>
	<item>
	<title>TELLYHEAD_1</title>
	<link>http://davec.cgsociety.org/gallery/494394</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/90987/90987_1178704737_small.jpg"><br><br>This is one of 2 robots i made for the Carling C2 robot ad currently showing on UK television, the link to the ad is below. Attached with the renderings are the original concept drawings for the robots supplied by Think Tank Studios. I had artistic licence to add to and modify the concepts 'as long as they looked cool'. Each bot has two 4000 x 4000 pixel texture maps as part of the technical brief was that if you saw half the robot (from head to waist) this area on screen had to be covered by 2000 pixels. The ad is to be shown in cinemas so the resolution required was higher.<br />
<br />
Both the robots use Vray materials and where rendered with Vray. They use HDRI maps generated from the set as reflections.<br />
<br />
Below is a link to Think Tank Studios and to the advert.<br />
<br />
http://www.carling.com/beer/new-carling-belong-ads.html<br />
<br />
http://www.thinktankstudios.co.uk/<br />
]]>
	</description>
	<pubDate>Wed, 09 May 2007 09:59:00 +0000</pubDate>
	</item>
	<item>
	<title>TELLYHEAD_3</title>
	<link>http://davec.cgsociety.org/gallery/494396</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/90987/90987_1178704912_small.jpg"><br><br>This is one of 2 robots i made for the Carling C2 robot ad currently showing on UK television, the link to the ad is below. Attached with the renderings are the original concept drawings for the robots supplied by Think Tank Studios. I had artistic licence to add to and modify the concepts 'as long as they looked cool'. Each bot has two 4000 x 4000 pixel texture maps as part of the technical brief was that if you saw half the robot (from head to waist) this area on screen had to be covered by 2000 pixels. The ad is to be shown in cinemas so the resolution required was higher.<br />
<br />
Both the robots use Vray materials and where rendered with Vray. They use HDRI maps generated from the set as reflections.<br />
<br />
Below is a link to Think Tank Studios and to the advert.<br />
<br />
http://www.carling.com/beer/new-carling-belong-ads.html<br />
<br />
http://www.thinktankstudios.co.uk/<br />
]]>
	</description>
	<pubDate>Wed, 09 May 2007 10:01:55 +0000</pubDate>
	</item>
	<item>
	<title>TELLYHEAD_4</title>
	<link>http://davec.cgsociety.org/gallery/494399</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/90987/90987_1178704980_small.jpg"><br><br>This is one of 2 robots i made for the Carling C2 robot ad currently showing on UK television, the link to the ad is below. Attached with the renderings are the original concept drawings for the robots supplied by Think Tank Studios. I had artistic licence to add to and modify the concepts 'as long as they looked cool'. Each bot has two 4000 x 4000 pixel texture maps as part of the technical brief was that if you saw half the robot (from head to waist) this area on screen had to be covered by 2000 pixels. The ad is to be shown in cinemas so the resolution required was higher.<br />
<br />
Both the robots use Vray materials and where rendered with Vray. They use HDRI maps generated from the set as reflections.<br />
<br />
Below is a link to Think Tank Studios and to the advert.<br />
<br />
http://www.carling.com/beer/new-carling-belong-ads.html<br />
<br />
http://www.thinktankstudios.co.uk/<br />
]]>
	</description>
	<pubDate>Wed, 09 May 2007 10:03:02 +0000</pubDate>
	</item>
	<item>
	<title>TELLYHEAD_5</title>
	<link>http://davec.cgsociety.org/gallery/494400</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/90987/90987_1178705084_small.jpg"><br><br>This is one of 2 robots i made for the Carling C2 robot ad currently showing on UK television, the link to the ad is below. Attached with the renderings are the original concept drawings for the robots supplied by Think Tank Studios. I had artistic licence to add to and modify the concepts 'as long as they looked cool'. Each bot has two 4000 x 4000 pixel texture maps as part of the technical brief was that if you saw half the robot (from head to waist) this area on screen had to be covered by 2000 pixels. The ad is to be shown in cinemas so the resolution required was higher.<br />
<br />
Both the robots use Vray materials and where rendered with Vray. They use HDRI maps generated from the set as reflections.<br />
<br />
Below is a link to Think Tank Studios and to the advert.<br />
<br />
http://www.carling.com/beer/new-carling-belong-ads.html<br />
<br />
http://www.thinktankstudios.co.uk/<br />
]]>
	</description>
	<pubDate>Wed, 09 May 2007 10:04:46 +0000</pubDate>
	</item>
	<item>
	<title>FEMBOT_1</title>
	<link>http://davec.cgsociety.org/gallery/494402</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/90987/90987_1178705174_small.jpg"><br><br>This is one of 2 robots i made for the Carling C2 robot ad currently showing on UK television, the link to the ad is below. Attached with the renderings are the original concept drawings for the robots supplied by Think Tank Studios. I had artistic licence to add to and modify the concepts 'as long as they looked cool'. Each bot has two 4000 x 4000 pixel texture maps as part of the technical brief was that if you saw half the robot (from head to waist) this area on screen had to be covered by 2000 pixels. The ad is to be shown in cinemas so the resolution required was higher.<br />
<br />
Both the robots use Vray materials and where rendered with Vray. They use HDRI maps generated from the set as reflections.<br />
<br />
Below is a link to Think Tank Studios and to the advert.<br />
<br />
http://www.carling.com/beer/new-carling-belong-ads.html<br />
<br />
http://www.thinktankstudios.co.uk/<br />
]]>
	</description>
	<pubDate>Wed, 09 May 2007 10:06:17 +0000</pubDate>
	</item>
	<item>
	<title>FEMBOT_2</title>
	<link>http://davec.cgsociety.org/gallery/494404</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/90987/90987_1178705244_small.jpg"><br><br>This is one of 2 robots i made for the Carling C2 robot ad currently showing on UK television, the link to the ad is below. Attached with the renderings are the original concept drawings for the robots supplied by Think Tank Studios. I had artistic licence to add to and modify the concepts 'as long as they looked cool'. Each bot has two 4000 x 4000 pixel texture maps as part of the technical brief was that if you saw half the robot (from head to waist) this area on screen had to be covered by 2000 pixels. The ad is to be shown in cinemas so the resolution required was higher.<br />
<br />
Both the robots use Vray materials and where rendered with Vray. They use HDRI maps generated from the set as reflections.<br />
<br />
Below is a link to Think Tank Studios and to the advert.<br />
<br />
http://www.carling.com/beer/new-carling-belong-ads.html<br />
<br />
http://www.thinktankstudios.co.uk/<br />
]]>
	</description>
	<pubDate>Wed, 09 May 2007 10:07:26 +0000</pubDate>
	</item>
	<item>
	<title>FEMBOT_3</title>
	<link>http://davec.cgsociety.org/gallery/494405</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/90987/90987_1178705313_small.jpg"><br><br>This is one of 2 robots i made for the Carling C2 robot ad currently showing on UK television, the link to the ad is below. Attached with the renderings are the original concept drawings for the robots supplied by Think Tank Studios. I had artistic licence to add to and modify the concepts 'as long as they looked cool'. Each bot has two 4000 x 4000 pixel texture maps as part of the technical brief was that if you saw half the robot (from head to waist) this area on screen had to be covered by 2000 pixels. The ad is to be shown in cinemas so the resolution required was higher.<br />
<br />
Both the robots use Vray materials and where rendered with Vray. They use HDRI maps generated from the set as reflections.<br />
<br />
Below is a link to Think Tank Studios and to the advert.<br />
<br />
http://www.carling.com/beer/new-carling-belong-ads.html<br />
<br />
http://www.thinktankstudios.co.uk/<br />
]]>
	</description>
	<pubDate>Wed, 09 May 2007 10:08:35 +0000</pubDate>
	</item>
	<item>
	<title>CAMARO_GREY_FRONT_2</title>
	<link>http://davec.cgsociety.org/gallery/477291</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/90987/90987_1174578576_small.jpg"><br><br>High Res 1975 Camaro built in max and rendered in VRAY]]>
	</description>
	<pubDate>Thu, 22 Mar 2007 15:49:41 +0000</pubDate>
	</item>
	<item>
	<title>CAMARO_GREY_INTERIOR</title>
	<link>http://davec.cgsociety.org/gallery/477294</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/90987/90987_1174578656_small.jpg"><br><br>High Res 1975 Camaro built in max and rendered in VRAY]]>
	</description>
	<pubDate>Thu, 22 Mar 2007 15:51:02 +0000</pubDate>
	</item>
	<item>
	<title>CAMARO_GREY_REAR</title>
	<link>http://davec.cgsociety.org/gallery/477295</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/90987/90987_1174578758_small.jpg"><br><br>High Res 1975 Camaro built in max and rendered in VRAY]]>
	</description>
	<pubDate>Thu, 22 Mar 2007 15:52:51 +0000</pubDate>
	</item>
	<item>
	<title>CAMARO_GREY_FRONT_1</title>
	<link>http://davec.cgsociety.org/gallery/477290</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/90987/90987_1174578470_small.jpg"><br><br>High Res 1975 Camaro built in max and rendered in VRAY]]>
	</description>
	<pubDate>Thu, 22 Mar 2007 15:47:57 +0000</pubDate>
	</item>
	<item>
	<title>Stadium_10</title>
	<link>http://davec.cgsociety.org/gallery/459624</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/90987/90987_1170586970_small.jpg"><br><br>Horse racing stadium and grounds and environment. Poly count 100,000 approx. Animating trees. Made and rendered in 3DS max]]>
	</description>
	<pubDate>Sun, 04 Feb 2007 11:02:53 +0000</pubDate>
	</item>
	<item>
	<title>Stadium_7</title>
	<link>http://davec.cgsociety.org/gallery/459623</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/90987/90987_1170586905_small.jpg"><br><br>Horse racing stadium and grounds and environment. Poly count 100,000 approx. Animating trees. Made and rendered in 3DS max]]>
	</description>
	<pubDate>Sun, 04 Feb 2007 11:01:49 +0000</pubDate>
	</item>
	<item>
	<title>Stadium_3</title>
	<link>http://davec.cgsociety.org/gallery/459620</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/90987/90987_1170586697_small.jpg"><br><br>Horse racing stadium and grounds and environment. Poly count 100,000 approx. Animating trees. Made and rendered in 3DS max]]>
	</description>
	<pubDate>Sun, 04 Feb 2007 10:58:19 +0000</pubDate>
	</item>
	<item>
	<title>Stadium_2</title>
	<link>http://davec.cgsociety.org/gallery/459618</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/90987/90987_1170586550_small.jpg"><br><br>Horse racing stadium and grounds and environment. Poly count 100,000 approx. Animating trees. Made and rendered in 3DS max]]>
	</description>
	<pubDate>Sun, 04 Feb 2007 10:55:52 +0000</pubDate>
	</item>
	<item>
	<title>Char_Male_3</title>
	<link>http://davec.cgsociety.org/gallery/459338</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/90987/90987_1170519707_small.jpg"><br><br>Medium poly game character (3,400 Polygons) with one x 1024x1024 texture. Diffuse map only - no normal map, specular etc.]]>
	</description>
	<pubDate>Sat, 03 Feb 2007 16:21:51 +0000</pubDate>
	</item>
	<item>
	<title>Char_Male_1</title>
	<link>http://davec.cgsociety.org/gallery/459336</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/90987/90987_1170519538_small.jpg"><br><br>Medium poly game character (3,400 Polygons) with one x 1024x1024 texture. Diffuse map only - no normal map, specular etc.]]>
	</description>
	<pubDate>Sat, 03 Feb 2007 16:19:01 +0000</pubDate>
	</item>
	<item>
	<title>Char_Female_3</title>
	<link>http://davec.cgsociety.org/gallery/459335</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/90987/90987_1170519319_small.jpg"><br><br>Medium poly game character (3,400 Polygons) with one x 1024x1024 texture. Diffuse map only - no normal map, specular etc.<br />
]]>
	</description>
	<pubDate>Sat, 03 Feb 2007 16:15:25 +0000</pubDate>
	</item>
	<item>
	<title>Char_Female_1</title>
	<link>http://davec.cgsociety.org/gallery/459332</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/90987/90987_1170518743_small.jpg"><br><br>Medium poly game character (3,400 Polygons) with one x 1024x1024 texture. Diffuse map only - no normal map, specular etc.]]>
	</description>
	<pubDate>Sat, 03 Feb 2007 16:05:46 +0000</pubDate>
	</item>
	<item>
	<title>MILITARY HEMTT M978 FUEL TRUCK</title>
	<link>http://davec.cgsociety.org/gallery/441338</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/90987/90987_1166184218_small.jpg"><br><br>The truck was designed for current gen consoles (X Box 360) it is Normal Mapped, in addition to the normal Specular and Glossiness mapping. I made it in 3DS Max 7 from photo reference (from Prime Portal - an excellent reference site for Military stuff) It was rendered with the Scanline renderer and took about 6hrs per render, then composited with the backround photo in Photoshop with slight tweaking to get the colours &amp; lighting to match.]]>
	</description>
	<pubDate>Fri, 15 Dec 2006 12:03:47 +0000</pubDate>
	</item>
	<item>
	<title>MILITARY HEMTT M978 FUEL TRUCK</title>
	<link>http://davec.cgsociety.org/gallery/441336</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/90987/90987_1166184063_small.jpg"><br><br>The truck was designed for current gen consoles (X Box 360) it is Normal Mapped, in addition to the normal Specular and Glossiness mapping. I made it in 3DS Max 7 from photo reference (from Prime Portal - an excellent reference site for Military stuff) It was rendered with the Scanline renderer and took about 6hrs per render, then composited with the backround photo in Photoshop with slight tweaking to get the colours &amp; lighting to match.]]>
	</description>
	<pubDate>Fri, 15 Dec 2006 12:01:08 +0000</pubDate>
	</item>
	<item>
	<title>MILITARY HEMTT M978 FUEL TRUCK</title>
	<link>http://davec.cgsociety.org/gallery/409816</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/90987/90987_1159270367_small.jpg"><br><br>The truck was designed for current gen consoles (X Box 360) it is Normal Mapped, in addition to the normal Specular and Glossiness mapping. I made it in 3DS Max 7 from photo reference (from Prime Portal - an excellent reference site for Military stuff) It was rendered with the Scanline renderer and took about 6hrs per render, then composited with the backround photo in Photoshop with slight tweaking to get the colours &amp; lighting to match. All critiques welcome.]]>
	</description>
	<pubDate>Tue, 26 Sep 2006 11:32:53 +0000</pubDate>
	</item>
	<item>
	<title>MILITARY HEMTT M978 FUEL TRUCK</title>
	<link>http://davec.cgsociety.org/gallery/409817</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/90987/90987_1159270513_small.jpg"><br><br>The truck was designed for current gen consoles (X Box 360) it is Normal Mapped, in addition to the normal Specular and Glossiness mapping. I made it in 3DS Max 7 from photo reference (from Prime Portal - an excellent reference site for Military stuff) It was rendered with the Scanline renderer and took about 6hrs per render, then composited with the backround photo in Photoshop with slight tweaking to get the colours &amp; lighting to match. All critiques welcome]]>
	</description>
	<pubDate>Tue, 26 Sep 2006 11:35:16 +0000</pubDate>
	</item>
	<item>
	<title>MILITARY HEMTT M978 FUEL TRUCK</title>
	<link>http://davec.cgsociety.org/gallery/441340</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/90987/90987_1166184339_small.jpg"><br><br>The truck was designed for current gen consoles (X Box 360) it is Normal Mapped, in addition to the normal Specular and Glossiness mapping. I made it in 3DS Max 7 from photo reference (from Prime Portal - an excellent reference site for Military stuff) It was rendered with the Scanline renderer and took about 6hrs per render, then composited with the backround photo in Photoshop with slight tweaking to get the colours &amp; lighting to match.]]>
	</description>
	<pubDate>Fri, 15 Dec 2006 12:05:43 +0000</pubDate>
	</item>
	<item>
	<title>Forgotten_Legends_Char1</title>
	<link>http://davec.cgsociety.org/gallery/440933</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/90987/90987_1166093067_small.jpg"><br><br>Medium Poly character model for Doomsberg Entertainments MMORPG 'Forgotten Legends' <br />
2000 polys, 1024 x 1024 texture.]]>
	</description>
	<pubDate>Thu, 14 Dec 2006 10:44:30 +0000</pubDate>
	</item>
	<item>
	<title>Forgotten_Legends_Char2</title>
	<link>http://davec.cgsociety.org/gallery/440936</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/90987/90987_1166093418_small.jpg"><br><br>Medium Poly character model for Doomsberg Entertainments MMORPG 'Forgotten Legends' <br />
2000 polys, 1024 x 1024 texture.]]>
	</description>
	<pubDate>Thu, 14 Dec 2006 10:50:21 +0000</pubDate>
	</item>
	<item>
	<title>Self Portrait</title>
	<link>http://davec.cgsociety.org/gallery/214206</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/90987/90987_1109336288_small.jpg"><br><br>This is a digital self portrait done in the traditional sense ie - just me sat in front of a mirror. I have not used any photo reference, it was just me and my wacom tablet.<br />
The painting has taken about 35hrs to complete. I chose to do a self portrait as it is one of the hardest things to paint because it has to look exactly like you, if not your friends and family will notice and find fault straight away.<br />
I used photoshop 7 with a standard brush sometimes set on airbrush, sometimes not and i used varying brush opacity - from 2% up to 95% in order to get light or heavy coverage.<br />
Id be interested in peoples comments, and if you have any questions ill do my best to answer them.<br />
Thanks<br />
David Cathro<br />
DavidCathrow@hotmail.com<br />
]]>
	</description>
	<pubDate>Fri, 25 Feb 2005 12:58:15 +0000</pubDate>
	</item>
	<item>
	<title>Honda Nsr 500</title>
	<link>http://davec.cgsociety.org/gallery/282162</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/90987/90987_1128252154_small.jpg"><br><br>My latest work is an update from a few months ago, i originally rendered the image using Mental Ray, but Mental Ray is so difficult to use and takes far too long to get a decent render. This time i have just used max's default scanline renderer with much nicer results. Render time was only 2hours.<br />
Any comments, critiques are welcome<br />
]]>
	</description>
	<pubDate>Sun, 02 Oct 2005 11:22:38 +0000</pubDate>
	</item>
	<item>
	<title>Another Painting Of Yoda</title>
	<link>http://davec.cgsociety.org/gallery/172164</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/90987/90987_1095944091_small.jpg"><br><br>This is a painting of yoda, i took a screen grab from one of the films and used it as reference. It is NOT a paint-over, i don't do paint-overs and never will. I look at the screen grab, switch to photoshop, switch back, paint some more etc. If anyone is interested i have the wip as i painted it, i save the painting every hour or so and made a small movie showing the progress. Mail me at davidcathrow@hotmail.com. I used a wacom tablet with photoshop 5.5, with a standard brush set to approx 9% opacity and just built the image up. Time taken was about 20 hours. I could have carried on but after 20 hours i get a bit bored. All comments welcome, good or bad. Thanks<br />
]]>
	</description>
	<pubDate>Thu, 23 Sep 2004 12:54:54 +0000</pubDate>
	</item>
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