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<title>johnnymaster's CGPortoflio Gallery</title>
<link>http://johnnymaster.cgsociety.org/gallery/</link>
<description>johnnymaster's gallery of images</description>
<language>en-us</language>
<ttl>120</ttl>
	<item>
	<title>EON challenge - main character</title>
	<link>http://johnnymaster.cgsociety.org/gallery/515779</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/244686/244686_1183815603_small.jpg"><br><br>this is the main character for the EON challenge, names Patricia. Modeled traditionally in Cinema4D and XSI, then sculpt in Zbrush. ]]>
	</description>
	<pubDate>Sat, 07 Jul 2007 13:40:06 +0000</pubDate>
	</item>
	<item>
	<title>WIP faces without textures</title>
	<link>http://johnnymaster.cgsociety.org/gallery/416205</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/244686/244686_1160601641_small.jpg"><br><br>some raw displacement renderings without any color maps applied to them. Modeled tradionally, than sculpted in Zbrush. I will work on this guy further when the EON project is finish.]]>
	</description>
	<pubDate>Wed, 11 Oct 2006 21:20:43 +0000</pubDate>
	</item>
	<item>
	<title>Cable Salad</title>
	<link>http://johnnymaster.cgsociety.org/gallery/406764</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/244686/244686_1158646336_small.jpg"><br><br>This Scene was modeled in Cinema4D and XSI and then exported to Maxwell Studio where the Materials where created. The scene was lighten with HDRI.]]>
	</description>
	<pubDate>Tue, 19 Sep 2006 06:12:21 +0000</pubDate>
	</item>
	<item>
	<title>Tempel Of Kurast</title>
	<link>http://johnnymaster.cgsociety.org/gallery/406432</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/244686/244686_1158583089_small.jpg"><br><br>this is the temple of kurast, from diablo II. 9 days hard work for the big number of details, especialy the vines and plants. Rendered with ambient occlusion and GI. The picture has a 2d look, but everything is in 3D. The rendering was hard to manage because the renderer has to handle over 50mio. polygons, so i had to split the szene in small parts, compositing was done in photoshop.]]>
	</description>
	<pubDate>Mon, 18 Sep 2006 12:38:11 +0000</pubDate>
	</item>
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