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<title>spankybus's CGPortoflio Gallery</title>
<link>http://spankybus.cgsociety.org/gallery/</link>
<description>spankybus's gallery of images</description>
<language>en-us</language>
<ttl>120</ttl>
	<item>
	<title>Frank Mignone Demo Reel 2008</title>
	<link>http://spankybus.cgsociety.org/gallery/593567</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/214325/214325_1202527684_small.jpg"><br><br>Here is my Demo Reel for Feb of 2008. I had a lot of fun making it and I hope you enjoy watching it.<br />
<br />
I graduated from Full Sail on February 2008. This was my Final Project]]>
	</description>
	<pubDate>Sat, 09 Feb 2008 03:28:10 +0000</pubDate>
	</item>
	<item>
	<title>Seeing Myself in Me</title>
	<link>http://spankybus.cgsociety.org/gallery/392408</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/214325/214325_1155340888_small.jpg"><br><br>I took inspiration from the similar image from &quot;Final Fantasy: the Spirits within&quot; (which is obvious, and imho some of the best 3d work to date) save it's a painting and not 3D. Used techniques I use to create skin textures for models, and the eye textures. all digital painting expect the photo of me in the Eye, which was spherized to simulate the eye's roundness. Critique always welcome and appreciated. This is my 1st pure digital painting (save the reflection) so any tips to help me get better are appreciated.]]>
	</description>
	<pubDate>Sat, 12 Aug 2006 00:01:32 +0000</pubDate>
	</item>
	<item>
	<title>The White Knight on a Dark Day</title>
	<link>http://spankybus.cgsociety.org/gallery/389565</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/214325/214325_1154710089_small.jpg"><br><br>A render done for game art, to be used as an in-game painting in buildings, etc for the up and coming mmorpg 'Pirates of teh Burning Sea' by Flying Lab Software.<br />
<br />
Render done in Mental ray and edited in Photoshop CS2. The model is teh East Indiaman I created for the game and can be sailed by the player once the game releases.<br />
<br />
The Model is a game model, so I know it lacks that pop of pure realism, but it seemed proper to use thegame ship so when players see this painting in the game, thoughs who also own this ship can go 'HEY THATS MY SHIP!!'<br />
<br />
I am still learing the craft, so any feedback on what I can do to make this scene better would be greatly appreciated. I really thank you in advance for any help you can offer!<br />
<br />
Cheers,<br />
Spankybus]]>
	</description>
	<pubDate>Fri, 04 Aug 2006 16:48:13 +0000</pubDate>
	</item>
	<item>
	<title>Photorealistic Earth Reprise - Maya 7 - Photoshop CS2- Mental Ray</title>
	<link>http://spankybus.cgsociety.org/gallery/382464</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/214325/214325_1153163687_small.jpg"><br><br>Here is my attempt at a photorealistic earth. I've tried this in the past with little success, but this time i think i am got it, hence the 'Reprise' in the title. Maya 7 - CS2 Photoshop. rendered in Mental Ray.<br />
<br />
Ramp shaders create the atmospheric effects and the fresnel effect (note the gtreenish fringe round the edge). Layered shader containing a few different ramp shaders creting teh layering of overall density variation that appears most notable when the earth is scene from several angles. Specularity map merges with a ramp to control the cosine power based on the angle of incident with tHe Sun. Ambieent map shows city lights, and is controlled by a surface luminousity node to prevent it from showing at all on the dayside (this was causing problems initially).<br />
<br />
Note on Stars: Be aware that when you are in space looking at the earth and take a picture, you cannot see any starts in that picture, because the Earth is about 1000 times bright then thoughs starrs. Kind of like trying to see starts in teh sky during the day. My goal here was to create an image that, if shuffled into a stack of NASA archive photo's, would blend in perfectly and no one would be the wiser, unless told.<br />
<br />
Mostly a shading and Lighting experiement, as the geometry is painfully simple and  many of the  texturesare gotten from  he ne. Some where altered or photomanipulated in CS2 (like adding that hurricane to the cloud layer, which was gotten from the NOAA website). Still was very fun to create. Feedback always welcome, as we never stop learning.]]>
	</description>
	<pubDate>Mon, 17 Jul 2006 19:14:52 +0000</pubDate>
	</item>
	<item>
	<title>The Wolf's Den - Maya 7 - CS2 Phtoshop</title>
	<link>http://spankybus.cgsociety.org/gallery/382488</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/214325/214325_1153166096_small.jpg"><br><br>Here is a scene inspired by the Movie 'Das Boot'. The Original Movie scene was a daytime shot, so I wanted to make it a nighttime shot, adding a little more menace to the U-boat. Here is a link to the scene from Das boot that inspired this work.<br />
<br />
http://www.spankybus.com/Das%20Boot%20Original%20Image.jpg<br />
<br />
It was done in a week, using absolutely no Mental Ray and no raytracing what-so-ever (all done in Maya software). There are some texture maps here, but most are prodecurals, and rather compelx shaders as a result. The goal here was believable without the high rendertimes that come with raytracing) <br />
<br />
All models are Numbs, including the submarine, which is really the only complex model in the scene. While the submarine is a complete model, i stripped all parts that were not visible to optimize render time..<br />
<br />
Total scene render time at procudtion quality level, with a res of 1280 x 1024 4 minutes, 27 seconds on my workstation (dual 270 opterons, 4 gig of ram, dual Nvidia gtx 7900's yielding 1 gig of ram - have to get quatro's later when i strike gold lol). Project time was about 1 week for the submarine and one week for the scene. Honest crituques are always helpful, as it will make me a better artist :-)_<br />
<br />
Note on the Flag: So it is understood, i do not agree with what this flag in this scene represents. It represents some of the worst acts of humanity in our planets short history. However, it was begrudgingly included it (at the behest of our professor) in the name of historic accuracy and the rules of a good establishing shot..that is the ONLY reason i included this flag. ]]>
	</description>
	<pubDate>Mon, 17 Jul 2006 19:55:00 +0000</pubDate>
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