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<title>bigern's CGPortoflio Gallery</title>
<link>http://bigern.cgsociety.org/gallery/</link>
<description>bigern's gallery of images</description>
<language>en-us</language>
<ttl>120</ttl>
	<item>
	<title>Medieval Character 'Robin'</title>
	<link>http://bigern.cgsociety.org/gallery/814797</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g92/29292/29292_1255199899_small.jpg"><br><br>I found a concept lurking on my drive for many years which I suddenly got inspired to do. ( Mostly because I`m wanting to look for another job <img src="http://forums.cgsociety.org/images/smilies/wink.gif" border="0" alt="" title="" class="inlineimg" /> ).  I had the idea of changing the original into a robin hood character,  but in the end only really changed the head.  The head was just a result of random sculpting and never intended to look like anyone,  even though he might have a look of Brian Blessed.   It came in at 6945 triangles. <br />
<br />
Rendered in the Marmoset engine (thanks to those guys at 8monkeyStudios for releasing it for us to play with. I would not have got the look I wanted without! ).<br />
<br />
Original Concept by : Miguel Francisco Moreno]]>
	</description>
	<pubDate>Sat, 10 Oct 2009 13:38:23 +0000</pubDate>
	</item>
	<item>
	<title>MMO Footballer, Visual Target</title>
	<link>http://bigern.cgsociety.org/gallery/814284</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g92/29292/29292_1255028776_small.jpg"><br><br>A visual target for a Football or 'Soccer' based MMO.  Triangle count of 4422.<br />
<br />
Originally mocked up in Mudbox 1, but due to not wanting to use Mudbox recently I decided it would be 'wise' to move it to Zbrush,  which meant I needed to retopo a lot of it.  A lot of lessons learnt. <img src="http://forums.cgsociety.org/images/smilies/smile.gif" border="0" alt="" title="" class="inlineimg" /><br />
<br />
Other Images : <br />
<br />
Closeup / Maps<br />
<a href="http://img230.imageshack.us/i/posepresentationmaps.jpg/" target="_blank"><img src="http://img230.imageshack.us/img230/7026/posepresentationmaps.th.jpg" border="0" alt="" /></a><br />
<br />
Wireframes<br />
<a href="http://img99.imageshack.us/i/wiresj.jpg/" target="_blank"><img src="http://img99.imageshack.us/img99/2590/wiresj.th.jpg" border="0" alt="" /></a>]]>
	</description>
	<pubDate>Thu, 08 Oct 2009 14:06:19 +0000</pubDate>
	</item>
	<item>
	<title>Lamborghini Reventon Studio</title>
	<link>http://bigern.cgsociety.org/gallery/779973</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g92/29292/29292_1246203630_small.jpg"><br><br>Having spent months modelling and test rendering this car I finally reached a level I`m happy with.  I modelled the whole car in Maya and moved in finally to 3dsMax to render using Vray.  Hints, tips and critiques encouraged.<br />
<br />
Added Wires : <a href="http://img194.imageshack.us/i/reventonwireframe.jpg/" target="_blank"><img src="http://img194.imageshack.us/img194/1038/reventonwireframe.jpg" border="0" alt="" /></a>]]>
	</description>
	<pubDate>Sun, 28 Jun 2009 10:40:32 +0000</pubDate>
	</item>
	<item>
	<title>Hummer - Studio</title>
	<link>http://bigern.cgsociety.org/gallery/774138</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g92/29292/29292_1244875910_small.jpg"><br><br>Just decided to render up the Hummer again, from my original Resident Evil model, so that explains the extra bits.  Was never intended for a 'beauty' render. But turned out ok in the end.<br />
<br />
Modelled in Maya : Render in 3dsMax + Vray<br />
<br />
<a href="http://img194.imageshack.us/i/hummerwireframe.jpg/" target="_blank"><img src="http://img194.imageshack.us/img194/3083/hummerwireframe.jpg" border="0" alt="" /></a>]]>
	</description>
	<pubDate>Sat, 13 Jun 2009 01:51:53 +0000</pubDate>
	</item>
	<item>
	<title>Daniel Craig ZBrush</title>
	<link>http://bigern.cgsociety.org/gallery/750103</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g92/29292/29292_1243604917_small.jpg"><br><br>With not much free time currently I decided against a realtime version of this character.  Might get there one day, might just end up staying like this. <img src="http://forums.cgsociety.org/images/smilies/smile.gif" border="0" alt="" title="" class="inlineimg" />]]>
	</description>
	<pubDate>Mon, 06 Apr 2009 02:25:27 +0000</pubDate>
	</item>
	<item>
	<title>Daniel Craig Realtime Character </title>
	<link>http://bigern.cgsociety.org/gallery/748555</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g92/29292/29292_1243612650_small.jpg"><br><br>This is pre-Zbrush.  Head has been worked a little.  About 6 hours work in total. <br />
<br />
More soon!]]>
	</description>
	<pubDate>Wed, 01 Apr 2009 11:51:12 +0000</pubDate>
	</item>
	<item>
	<title>Quick Sculpt 'Ratman'</title>
	<link>http://bigern.cgsociety.org/gallery/737074</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g92/29292/29292_1236063115_small.jpg"><br><br>Just another quick sculpt,  just inspired by more concept sketches from autodestruct.com]]>
	</description>
	<pubDate>Tue, 03 Mar 2009 00:52:11 +0000</pubDate>
	</item>
	<item>
	<title>2hr Quick Sculpt.</title>
	<link>http://bigern.cgsociety.org/gallery/736525</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g92/29292/29292_1235982542_small.jpg"><br><br>I found some amazing concept art @: www.autodestruct.com/concept.htm and was quickly inspired just to try and capture the image in 3d.  Was just from a blob quad mesh.  ]]>
	</description>
	<pubDate>Mon, 02 Mar 2009 02:29:06 +0000</pubDate>
	</item>
	<item>
	<title>Will Smith WIP</title>
	<link>http://bigern.cgsociety.org/gallery/727554</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g92/29292/29292_1234019959_small.jpg"><br><br>Just wanted to revisit the first character I ever tried to model.  Back in the days I tried, with not too great results, so now trying again with possibility to make it into a full game character!  Who knows, it might happen <img src="http://forums.cgsociety.org/images/smilies/wink.gif" border="0" alt="" title="" class="inlineimg" />]]>
	</description>
	<pubDate>Sat, 07 Feb 2009 09:19:23 +0000</pubDate>
	</item>
	<item>
	<title>Reventon in Studio</title>
	<link>http://bigern.cgsociety.org/gallery/715163</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g92/29292/29292_1231674784_small.jpg"><br><br>I have finally finished my Lamborghini Reventon project.  Although I planned a lot more with this I will have to call it a day and move on.  I am happy with the final model and renders.  There are a few missing details but I can live without them for now.  I hoped to get some animation done but that will have to wait.  Hopefully one day I`ll get it moving.!<br />
<br />
Special thanks to modelling supervision by Tim Brown @ Ark VFX.]]>
	</description>
	<pubDate>Wed, 07 Jan 2009 00:28:01 +0000</pubDate>
	</item>
	<item>
	<title>Reventon (Nearly) Ready for take off</title>
	<link>http://bigern.cgsociety.org/gallery/712817</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g92/29292/29292_1230892548_small.jpg"><br><br>coming to the end of the old reventon project (thankfully <img src="http://forums.cgsociety.org/images/smilies/wink.gif" border="0" alt="" title="" class="inlineimg" /> )  Just a few beauty renders to go. <br />
<br />
background plate : Using the creative license of this picture. www.flickr.com/photos/bpuppy/188786729/ ]]>
	</description>
	<pubDate>Wed, 31 Dec 2008 04:07:43 +0000</pubDate>
	</item>
	<item>
	<title>Lamborghini Reventon 3</title>
	<link>http://bigern.cgsociety.org/gallery/684424</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g92/29292/29292_1229172172_small.jpg"><br><br>Work still in progess <br />
<br />
Maya+Nex ]]>
	</description>
	<pubDate>Mon, 13 Oct 2008 14:21:40 +0000</pubDate>
	</item>
	<item>
	<title>Full Character Pre-Production</title>
	<link>http://bigern.cgsociety.org/gallery/728152</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g92/29292/29292_1234178149_small.jpg"><br><br>Full 'In game' visual target for our soccer MMO title.]]>
	</description>
	<pubDate>Mon, 09 Feb 2009 05:15:52 +0000</pubDate>
	</item>
	<item>
	<title>Character Pre-Production Tests</title>
	<link>http://bigern.cgsociety.org/gallery/728150</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g92/29292/29292_1234177930_small.jpg"><br><br>During the pre-production stage we went through many iterations of character styles before we were pretty happy.  These are the visual targets we arrived at.  I worked alone with under the direction of the Art Director(s) at Interzone.]]>
	</description>
	<pubDate>Mon, 09 Feb 2009 05:12:13 +0000</pubDate>
	</item>
	<item>
	<title>Quick Female Face Sculpts</title>
	<link>http://bigern.cgsociety.org/gallery/728157</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g92/29292/29292_1234178529_small.jpg"><br><br>Just testing out how to push the style during Pre-Pro, very quick tests.]]>
	</description>
	<pubDate>Mon, 09 Feb 2009 05:22:12 +0000</pubDate>
	</item>
	<item>
	<title>Quick Male 'Style' Sculpts</title>
	<link>http://bigern.cgsociety.org/gallery/728155</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g92/29292/29292_1234178445_small.jpg"><br><br>Just testing out how to push the style during Pre-Pro, very quick tests.]]>
	</description>
	<pubDate>Mon, 09 Feb 2009 05:20:48 +0000</pubDate>
	</item>
	<item>
	<title>Hummer H2 WIP3</title>
	<link>http://bigern.cgsociety.org/gallery/582647</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/29292/29292_1199977994_small.jpg"><br><br>More work on the hummer, its going to be a dirty one.  Hopefully anyway <img src="http://forums.cgsociety.org/images/smilies/grin.gif" border="0" alt="" title="" class="inlineimg" />  Mostly UV`d now so just having to texture it up, then make the RTO!  joy!]]>
	</description>
	<pubDate>Thu, 10 Jan 2008 15:14:00 +0000</pubDate>
	</item>
	<item>
	<title>WIP Alice - 2</title>
	<link>http://bigern.cgsociety.org/gallery/573673</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/29292/29292_1197808507_small.jpg"><br><br>Free time isnt a big thing atm, so slower than expected progress on this char.  Need to try and get her finished asap!  Loads more projects lined up <img src="http://forums.cgsociety.org/images/smilies/grin.gif" border="0" alt="" title="" class="inlineimg" />]]>
	</description>
	<pubDate>Sun, 16 Dec 2007 12:35:11 +0000</pubDate>
	</item>
	<item>
	<title>WIP Alice - Resident Evil: Extinction</title>
	<link>http://bigern.cgsociety.org/gallery/570671</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/29292/29292_1197205287_small.jpg"><br><br>New project, aiming for 3-5k final game mesh. <img src="http://forums.cgsociety.org/images/smilies/smile.gif" border="0" alt="" title="" class="inlineimg" /><br />
<br />
Maya+NEX+Mudbox]]>
	</description>
	<pubDate>Sat, 08 Dec 2007 11:45:43 +0000</pubDate>
	</item>
	<item>
	<title>Slave Master Head Detailed.</title>
	<link>http://bigern.cgsociety.org/gallery/472688</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/29292/29292_1173542455_small.jpg"><br><br>Just messing around with some high mesh sculpting, just trying to push it a bit further. ]]>
	</description>
	<pubDate>Sat, 10 Mar 2007 16:00:59 +0000</pubDate>
	</item>
	<item>
	<title>Test Sculpt - Pirate</title>
	<link>http://bigern.cgsociety.org/gallery/436789</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/29292/29292_1165867891_small.jpg"><br><br>I was inspired by the Spawn pirate enough to want to try something new, from a very low quad base mesh.  Its not my usual style, but I think its worked out quite well so far. I wont finish it totally,  just used as R+D.]]>
	</description>
	<pubDate>Sun, 03 Dec 2006 11:49:11 +0000</pubDate>
	</item>
	<item>
	<title>Leon Posed</title>
	<link>http://bigern.cgsociety.org/gallery/427354</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/29292/29292_1163071034_small.jpg"><br><br>I finally posed Leon, after making him a quick gun box. No time to make his plant tho! shame.  <br />
<br />
3 x 1024 Colour, Normal, Spec ( Leon without coat )<br />
<br />
1 x 1024 Colour, Normal, Spec  ( coat and box )]]>
	</description>
	<pubDate>Thu, 09 Nov 2006 11:17:16 +0000</pubDate>
	</item>
	<item>
	<title>Leon Final Lighting</title>
	<link>http://bigern.cgsociety.org/gallery/421181</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/29292/29292_1161722083_small.jpg"><br><br>Leon is finally (nearly) finished.  I will hopefully get around to posing him and making his little gun box that he carrys around.  1 x 1024 Normal, Spec, Colour maps.  Around 10,000 triangles.]]>
	</description>
	<pubDate>Tue, 24 Oct 2006 20:35:09 +0000</pubDate>
	</item>
	<item>
	<title>Leon Final</title>
	<link>http://bigern.cgsociety.org/gallery/421167</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/29292/29292_1161719627_small.jpg"><br><br>Leon is finally (nearly) finished.  I will hopefully get around to posing him and making his little gun box that he carrys around.  1 x 1024 Normal, Spec, Colour maps.  Around 10,000 triangles.]]>
	</description>
	<pubDate>Tue, 24 Oct 2006 19:53:49 +0000</pubDate>
	</item>
	<item>
	<title>Leon Texture Sheets</title>
	<link>http://bigern.cgsociety.org/gallery/427361</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/29292/29292_1163072419_small.jpg"><br><br>Just examples of his textures... ]]>
	</description>
	<pubDate>Thu, 09 Nov 2006 11:40:21 +0000</pubDate>
	</item>
	<item>
	<title>Leon Wip3 </title>
	<link>http://bigern.cgsociety.org/gallery/392630</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/29292/29292_1155415629_small.jpg"><br><br>Added a first pass at his coat.  So I can grab a normal mapped version when I have time.  All objects need more time on sculpting..  Soon!]]>
	</description>
	<pubDate>Sat, 12 Aug 2006 20:47:11 +0000</pubDate>
	</item>
	<item>
	<title>Dangergirl NextGen </title>
	<link>http://bigern.cgsociety.org/gallery/381790</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/29292/29292_1153001106_small.jpg"><br><br>10k poly model,  made in Maya and Zbrush.]]>
	</description>
	<pubDate>Sat, 15 Jul 2006 22:05:10 +0000</pubDate>
	</item>
	<item>
	<title>Dangergirl Texture Examples</title>
	<link>http://bigern.cgsociety.org/gallery/384116</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/29292/29292_1153510492_small.jpg"><br><br>Orginally created and used at 1024 for the body, and 512 for the head. Normal maps were also the same sizes.  Could probably have just used 512 colour and 1024 normal.<br />
<br />
The big missing part on the map would have been used for extras like gun holster and other misc equipment, if I had done those too.]]>
	</description>
	<pubDate>Fri, 21 Jul 2006 19:35:03 +0000</pubDate>
	</item>
	<item>
	<title>Dangergirl Zbrush Pass</title>
	<link>http://bigern.cgsociety.org/gallery/381794</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/29292/29292_1153001689_small.jpg"><br><br>1.5million poly model,  made in Maya and Zbrush. ]]>
	</description>
	<pubDate>Sat, 15 Jul 2006 22:14:51 +0000</pubDate>
	</item>
	<item>
	<title>SAS Soldier</title>
	<link>http://bigern.cgsociety.org/gallery/382005</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/29292/29292_1153071111_small.jpg"><br><br>7630 Triangles : Normal Mapped character. My first attempt at normal mapping a next generation character.  ]]>
	</description>
	<pubDate>Sun, 16 Jul 2006 17:31:57 +0000</pubDate>
	</item>
	<item>
	<title>SAS Solider extra poses</title>
	<link>http://bigern.cgsociety.org/gallery/382006</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/29292/29292_1153071187_small.jpg"><br><br>7630 Triangles : Normal Mapped character. My first attempt at normal mapping a next generation character.  ]]>
	</description>
	<pubDate>Sun, 16 Jul 2006 17:33:09 +0000</pubDate>
	</item>
	<item>
	<title>SAS Guns</title>
	<link>http://bigern.cgsociety.org/gallery/382008</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/29292/29292_1153071539_small.jpg"><br><br>Normal mapped guns for the soldier project.<br />
<br />
Sig Pistol - 1318 from a 460,000 poly source model<br />
MP5  - 1846 polys from a 190,000 poly source model]]>
	</description>
	<pubDate>Sun, 16 Jul 2006 17:39:01 +0000</pubDate>
	</item>
	<item>
	<title>Pirate Turnaround</title>
	<link>http://bigern.cgsociety.org/gallery/382010</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/29292/29292_1153071865_small.jpg"><br><br>My real first attempt at a full game character.  Orginally done without normal mapping,  then retro fitting with some after some Zbrushing of the base mesh. <img src="http://forums.cgsociety.org/images/smilies/smile.gif" border="0" alt="" title="" class="inlineimg" />]]>
	</description>
	<pubDate>Sun, 16 Jul 2006 17:44:27 +0000</pubDate>
	</item>
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