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<title>rpg2006's CGPortoflio Gallery</title>
<link>http://rpg2006.cgsociety.org/gallery/</link>
<description>rpg2006's gallery of images</description>
<language>en-us</language>
<ttl>120</ttl>
	<item>
	<title>Apogee GT</title>
	<link>http://rpg2006.cgsociety.org/gallery/562876</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/6470/6470_1195395749_small.jpg"><br><br>First off to explain what it is. It's a waterblock that is mounted to the cpu to keep it cool. It's one part of a water cooling setup. The base is made of copper. This one is an Apogee GT made by a company called Swiftech. Modeled and rendered in lightwave.]]>
	</description>
	<pubDate>Sun, 18 Nov 2007 14:22:30 +0000</pubDate>
	</item>
	<item>
	<title>Heineken</title>
	<link>http://rpg2006.cgsociety.org/gallery/555992</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/6470/6470_1193776041_small.jpg"><br><br>An R &amp; D exercise. I wanted to create a 3D piece for a mock AD. One of the challenges making this piece, was finding a way to make convincing droplets for the wetlook. In the end I used a combination of bumps and modeled droplets. Created with Lightwave and Photoshop.]]>
	</description>
	<pubDate>Tue, 30 Oct 2007 20:27:23 +0000</pubDate>
	</item>
	<item>
	<title>Torosaurus</title>
	<link>http://rpg2006.cgsociety.org/gallery/555995</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/6470/6470_1193776471_small.jpg"><br><br>Initially a drop-in for a Kingfisher Publication we worked on, I decided to take the model a bit further. I painted displacement maps for it, and generally tarted it up. A good learning exercise.]]>
	</description>
	<pubDate>Tue, 30 Oct 2007 20:34:33 +0000</pubDate>
	</item>
	<item>
	<title>Saw Shark</title>
	<link>http://rpg2006.cgsociety.org/gallery/348228</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/6470/6470_1145545870_small.jpg"><br><br>One of four shark images I created. Modeled, and rendered in Lightwave. Photoshop for textures and post work.<br />
<br />
Not really much more to say on that.]]>
	</description>
	<pubDate>Thu, 20 Apr 2006 15:11:11 +0000</pubDate>
	</item>
	<item>
	<title>Trex Skeleton</title>
	<link>http://rpg2006.cgsociety.org/gallery/348222</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/6470/6470_1145544674_small.jpg"><br><br>A first for me. Been modeling dinos for some time, but never their skeletons. Biggest challenge is finding decent reference. There's a lot, but often what you are trying to model is obscured or varies greatly from one ref to another.<br />
<br />
The other challenge for my intermediate rigging skills was rigging. In the end I used weight maps for the individual bones, and it came together quite nicely.]]>
	</description>
	<pubDate>Thu, 20 Apr 2006 14:51:16 +0000</pubDate>
	</item>
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