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<title>jeremyengleman's CGPortoflio Gallery</title>
<link>http://jeremyengleman.cgsociety.org/gallery/</link>
<description>jeremyengleman's gallery of images</description>
<language>en-us</language>
<ttl>120</ttl>
	<item>
	<title>Procedural Sushi - or, Finally a Use for Maya Wood</title>
	<link>http://jeremyengleman.cgsociety.org/gallery/619469</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/163914/163914_1207881695_small.jpg"><br><br>I finallly found a good use for Maya's procedural &quot;wood&quot; texture. <br />
<br />
Fish. <br />
<br />
Entirely procedural fish and rice, rendered in Maya 8.5, mental ray. The depth of field was done in Photoshop.<br />
<br />
Download the entire scene, including all textures, objects and lights at: http://gnomonology.com/tutorial/233]]>
	</description>
	<pubDate>Fri, 11 Apr 2008 02:41:37 +0000</pubDate>
	</item>
	<item>
	<title>Simplified Dusty Glass</title>
	<link>http://jeremyengleman.cgsociety.org/gallery/610457</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/163914/163914_1205945380_small.jpg"><br><br>This glass was done with a simple Blinn shader. There is an extensive bump network which gives the reflections some tooth to catch on to. The dust is a combination of material, texture, and fur. The cork is a quick procedural.<br />
<br />
There is a high resolution version at: http://www.maiden.org/jeremy/public/dusty_bottles.jpg<br />
<br />
You can also download the full scene file including geometry, shaders, file textures, lights, gobos and environment maps at Gnomonology.<br />
<br />
http://gnomonology.com/tutorial/223]]>
	</description>
	<pubDate>Wed, 19 Mar 2008 16:49:43 +0000</pubDate>
	</item>
	<item>
	<title>Procedural Plums in Sunlight</title>
	<link>http://jeremyengleman.cgsociety.org/gallery/608204</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/163914/163914_1205443527_small.jpg"><br><br>These plums were done entirely with Maya procedural shaders. The water drops were also done with a displaced procedural network. This makes it incredibly easy to tweak, customize, and create many unique offshoots. Rendered in mental ray.<br />
<br />
You can actually download the complete scene, including geometry, shaders, file textures, and lighting rigs at Gnomonology.<br />
<br />
http://gnomonology.com/tutorial/222]]>
	</description>
	<pubDate>Thu, 13 Mar 2008 21:25:29 +0000</pubDate>
	</item>
	<item>
	<title>Head of a Woman</title>
	<link>http://jeremyengleman.cgsociety.org/gallery/449040</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/163914/163914_1168306036_small.jpg"><br><br>View full res (3k) at:<br />
<br />
<br />
http://www.maiden.org/jeremy/public/Head_of_a_Woman_full.jpg<br />
<br />
<br />
After doing nearly a hundred 3 hour 3d figure studies, (check the portfolio) I decided to spend some quality time and put some 3k spit and polish on one. <br />
<br />
<br />
I used Maya/zbrush for the model, Bodypaint for the textures, and it was rendered in mental ray.  Light rig is very simple (10 lights) and the 3k renders in about 8 minutes (+ 20 for the hair layer). In the end, it's about an 8 layer render.<br />
<br />
<br />
-Jeremy]]>
	</description>
	<pubDate>Tue, 09 Jan 2007 01:27:22 +0000</pubDate>
	</item>
	<item>
	<title>3d Nude Female Figure Study from Live Model</title>
	<link>http://jeremyengleman.cgsociety.org/gallery/356571</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/163914/163914_1147394815_small.jpg"><br><br>Monica. 3 hour figure study from a live model session. Sculpted and texture painted in zbrush, lit and rendered in Maya with the Software Renderer in 3 hours. Kind of an academic pose we all decided, but it turned out well.<br />
<br />
-J.<br />
]]>
	</description>
	<pubDate>Fri, 12 May 2006 00:46:57 +0000</pubDate>
	</item>
	<item>
	<title>3 hour female figure study, goofing around with underpainting.</title>
	<link>http://jeremyengleman.cgsociety.org/gallery/399801</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/163914/163914_1157065028_small.jpg"><br><br>In this study I experimented with the idea of underpainting. I rendered several layers at different undersampled resolutions and comped them based on different criteria, one of which was luminosity. In this way, the lower resolutions showed through in the darks, similar to the idea of underpainting.<br />
<br />
3 hours in zbrush and Maya.]]>
	</description>
	<pubDate>Thu, 31 Aug 2006 22:57:09 +0000</pubDate>
	</item>
	<item>
	<title>3 Hour Female Figure Study from Live Model</title>
	<link>http://jeremyengleman.cgsociety.org/gallery/375718</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/163914/163914_1151619463_small.jpg"><br><br>This was done in 3 hours while sitting in front of a live model. It's a little bit back to my low poly roots. Even though I used zbrush, I kept the poly count down. Imagine, zbrush with a -low- poly count. Always mixin it up!<br />
<br />
I know the expression on the model is a little, uhh, harsh, but that's what she was doing, I swear. I even softened her expression a bit.<br />
<br />
-J.<br />
]]>
	</description>
	<pubDate>Thu, 29 Jun 2006 22:17:45 +0000</pubDate>
	</item>
	<item>
	<title>3 Hour Female Figure Study</title>
	<link>http://jeremyengleman.cgsociety.org/gallery/287102</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/163914/163914_1129750882_small.jpg"><br><br>3 hour figure study from a live model. Base cage posed in Maya, sculpted in ZBrush, returned to Maya for lighting and Rendering. I did not have time to paint a texture for the figure, it is a simple blinn shader, so all color is lighting only.<br />
Maya Software render, 10 sec.<br />
-J.<br />
]]>
	</description>
	<pubDate>Wed, 19 Oct 2005 19:41:23 +0000</pubDate>
	</item>
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