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<title>kymacfarlane's CGPortoflio Gallery</title>
<link>http://kymacfarlane.cgsociety.org/gallery/</link>
<description>kymacfarlane's gallery of images</description>
<language>en-us</language>
<ttl>120</ttl>
	<item>
	<title>Crystal Dome</title>
	<link>http://kymacfarlane.cgsociety.org/gallery/943266</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g92/407992/407992_1292670422_small.jpg"><br><br>Title: Crystal Dome<br />
<br />
Image info:<br />
- Copyright track7games<br />
- Concept: Lefteris Mavrogiannis, Nektarios Chionis<br />
- Modeling,Texturing: <br />
Environment: Aris Kandiliotis, Vasilis Birbas, Dimitris Koskinas<br />
Character: Kostas Yiatilis MacFarlane<br />
Lighting/Rendering: Kostas Yiatilis MacFarlane<br />
Post; Nektarios Chionis<br />
<br />
Promotional image made for the game Theseis by track7games (cancelled). In-game assets for the level Crystal Dome.]]>
	</description>
	<pubDate>Sat, 18 Dec 2010 04:55:42 +0000</pubDate>
	</item>
	<item>
	<title>Marines - Mark Angelo feat. Vegas - Mi se noiazei</title>
	<link>http://kymacfarlane.cgsociety.org/gallery/943263</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g92/407992/407992_1292670655_small.jpg"><br><br>Title: Marines<br />
<br />
Image info:<br />
- CG made for the Music Video of: Mi se noiazei<br />
- Artist: Mark F. Angelo featuring Vegas<br />
- Label: myGroup, Sony Music<br />
- Post: Yiannis Papadakos<br />
- Director: Yiannis Papadakos, Dimitris Platanias<br />
<br />
Making of:<br />
 I started by making concept art for the trooper, after it was  approved by the directors I spent 2-3 days modeling the tmarine. Texturing was done very quickly because our deadline suddenly got a 4 day cut.<br />
<br />
 Rigged using Character Studio Biped and animated by me  then I duplicated him and made 5 troopers in the final shot.<br />
<br />
 A few passes were generated to aid in compositing.The final look can be seen in the video clip.<br />
<br />
Additional info:<br />
 View  more info and the video on my blog (www.koyima.com/blog)<br />
 The music is also used as the theme to this season of BigBrother in Greece.]]>
	</description>
	<pubDate>Sat, 18 Dec 2010 04:38:10 +0000</pubDate>
	</item>
	<item>
	<title>All Aspect Warfare</title>
	<link>http://kymacfarlane.cgsociety.org/gallery/943270</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g92/407992/407992_1292671005_small.jpg"><br><br>Title: All Aspect Warfare<br />
<br />
Image info:<br />
 Made as the cover to the All Aspect Warfare game using the high resolution meshes I created to generate normal maps for the in-game characters.<br />
<br />
Making of:<br />
 Since this was a rush job and the models weren't rigged I rigged whatever I could and placed the rest by hand. <br />
<br />
 Used mental ray to render a quick beauty pass and made a sky using some photos and stock I had, added the planet and some dirt and sent to the client along with another cover for the sister title (Angle of Attack). I actually sent in a blue-green version too, but the client selected this one (pink version).<br />
<br />
 ]]>
	</description>
	<pubDate>Sat, 18 Dec 2010 05:03:40 +0000</pubDate>
	</item>
	<item>
	<title>Juicy Oranges</title>
	<link>http://kymacfarlane.cgsociety.org/gallery/943265</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g92/407992/407992_1292669239_small.jpg"><br><br>Title: Juicy Orange Pieces<br />
<br />
Image info:<br />
- Made a couple of years ago (2008) for an advert.<br />
- 3dsmax and VRay<br />
<br />
Making of:<br />
 Pictures of an orange were used to create the interior and the cellular procedural map in 3dsmax was used for the exterior.  <br />
 <br />
 Modeling was done using a subidivided cube, so the whole thing would be quads. Some additional smoothing to the edges was done bby hand. Symmetry modifier was used in order to create the rest of the pieces. <br />
<br />
 The shader is a combination of reflection, refraction and existing photographic highlighs.]]>
	</description>
	<pubDate>Sat, 18 Dec 2010 04:47:21 +0000</pubDate>
	</item>
	<item>
	<title>Anaconda</title>
	<link>http://kymacfarlane.cgsociety.org/gallery/943261</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g92/407992/407992_1292671060_small.jpg"><br><br>Title: Anaconda<br />
<br />
Image info:<br />
- Anaconda made in 3dsmax and rendered in VRay. <br />
- Low-res cage made by Vasilis Birbas. <br />
<br />
Making of:<br />
 Once the low-res was made I created some scales and placed them around the model. I divided the model into two sections: the head and a body part which could be joined and repeated.<br />
 <br />
 Then the high res model was projected using render to texture. The model used for the render is the low-res with Normal maps (that's why the scales look a bit flat on top).<br />
<br />
 Rendered using VRay and a custom VRay material.<br />
]]>
	</description>
	<pubDate>Sat, 18 Dec 2010 04:28:58 +0000</pubDate>
	</item>
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