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	<title>CGTalk - Work In Progress: Focused Critiques</title>
	<link>http://forums.cgsociety.org</link>
	<description>CGTalk, the CGSociety's official forum for digital artists</description>
	<ttl>120</ttl>
	<language>en-us</language>
	<item>
		<title><![CDATA[Direction for a Rigging Reel]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1111384</link>
		<description><![CDATA[Forum: Work In Progress: Focused Critiques<br>
Posted By: nfd77<br>
Post Time: 06-12-2013 at 04:18 PM<br>
Text:<br>
<br>
Hello,<br />
<br />
I am a technical artist and animator. I just graduated with a bachelors degree in Computer Graphics. I aspire to become a rigger/TA at a game studio, animation house, or VFX house. I will start applying to internships and jobs over the summer.<br />
<br />
I really need some direction for my rigging/scripting reel that I am working on. The most difficult aspect of the reel is showing 2K+ lines of code in a short amount of time. I feel like what I currently have doesn't do justice to the script I wrote.<br />
<br />
Other than that I am worried about pace, presentation, and quality. If I am missing anything or if something is dull, please let me know. <br />
<br />
Here is the YouTube link for the reel:<br />
<a href="http://youtu.be/Q82ORDG2oAQ" target="_blank">http://youtu.be/Q82ORDG2oAQ</a><br />
<br />
and the shot breakdown:<br />
The only thing I didn't make is the female head model.]]></description>
		<pubDate>Wed, 12 Jun 2013 11:18:58 +0000</pubDate>
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	<item>
		<title><![CDATA[Bones - 2D Illustration Critique/Discussion]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1110596</link>
		<description><![CDATA[Forum: Work In Progress: Focused Critiques<br>
Posted By: shutterbones<br>
Post Time: 06-07-2013 at 02:03 AM<br>
Text:<br>
<br>
I've been looking for an art community forums I could post some of my artwork on to get some general feedback. <br />
   <br />
   A quick bio: I'm currently a freelance artist. I quit my job in order to focus on my career as a writer and in the meantime utilize my skills with artwork to make my money until I can get the ball rolling on my writing projects. I've been professionally drawing for clients since 2005, and have built up a solid client base over the years. I have never been to art school, never plan to, and do not plan to pursue a career as a professional artist. This is primarily my hobby, but for the time being it is my job in order to pay bills. <br />
   <br />
   I've been frustrated with my artwork for the past year, attempting to push my limits and boundaries to try and find a way to improve. My biggest hurdle lately is my inability to find a solid direction whenever I start on a painting. While I can whip up sketches in no time, I have a problem with consistency when it comes to my digital painting steps because I have no method. Every painting I do feels like a hashed-together messy process of completely blind trial&amp;error despite my years of practice, studying, and application to many, many different approaches to rendering a digital painting.<br />
   <br />
   Anyway, I'm hoping I could get some focused, honest feedback on my artwork as a whole. I personally feel like my artwork has no identity or consistency and there's just things I cannot quite put my finger on but I KNOW exist. Which is why I need a second pair of eyes to hopefully find the root of the problem and ways I can approach fixing it, because what was once just a minor aggravation is now a serious problem. My clients all expect efficiency and consistency with each commission I complete, and I want them to be able to know what to expect when they commission me. Not just &quot;well let's try it this way and hope it turns out okay&quot; because I know I can do better. I need to find structure in how I approach this.<br />
   <br />
   So without further ado here are some examples of what you'll be working with if you choose to brave this thread and offer your opinion/insight on what I'm doing wrong.<br />
   <br />
   Recent Lineless Paintings:<br />
   <img src="http://fc00.deviantart.net/fs70/f/2013/153/f/8/smooches_by_shutterbones-d67l0h1.jpg" border="0" alt="" /><br />
   <img src="http://fc02.deviantart.net/fs70/i/2013/028/8/0/the_wild_by_shutterbones-d5t1p4q.jpg" border="0" alt="" /><br />
   <br />
   Some Semi-Realism Portraits I've Done:<br />
   <img src="http://th06.deviantart.net/fs70/PRE/f/2011/330/3/1/burn_by_shutterbones-d4hf4ow.png" border="0" alt="" /><br />
   <img src="http://fc09.deviantart.net/fs71/f/2011/277/1/8/when_we_were_young_by_shutterbones-d4bu7i5.jpg" border="0" alt="" /><br />
   <br />
   Recent Work-in-Progress Pieces I'm frustrated with:<br />
   <img src="http://24.media.tumblr.com/e7f303146e9c8f304b72638dec599a52/tumblr_mnfqpnoiVG1r2hpgxo1_1280.jpg" border="0" alt="" /><br />
   <img src="http://25.media.tumblr.com/04186f2caeea8f999de430f06be445ea/tumblr_mn4n13Ae5g1r2hpgxo1_1280.jpg" border="0" alt="" /><br />
   <img src="http://24.media.tumblr.com/06707158b37c57850754ce1ccee9e177/tumblr_mi2jtnmOpx1r2hpgxo1_1280.jpg" border="0" alt="" /><br />
   <br />
   <br />
   A good portion of these are commissions that I've already done for people, and some is personal work. I do a good bit of fanart commissions so there's that, too. <br />
   <br />
   When I'm trying to work on an hourly basis it gets harder to find consistency and fair payment (some of these I've spent over 100+ hours on and it barely shows, while some were only 2 hours) and I need to find some sort of happy medium in my art so I can keep from working myself into the ground to produce quality, consistent artwork for my clients.<br />
   <br />
   Any suggestions, discussion, or feedback would be hugely appreciated thank you!<br />
   <br />
   -Tys/Shutterbones]]></description>
		<pubDate>Thu, 06 Jun 2013 21:03:22 +0000</pubDate>
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		<title><![CDATA[Colby - character without a goal]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1107511</link>
		<description><![CDATA[Forum: Work In Progress: Focused Critiques<br>
Posted By: Ryokukitsune<br>
Post Time: 05-17-2013 at 03:29 PM<br>
Text:<br>
<br>
I'm pretty sure this is probably the place to post this because I'm looking for ctrits on this project, mostly a little help if anyone is willing.<br />
 <br />
  <div align="center"><a href="http://goo.gl/bElhe" target="_blank"><img src="http://fc08.deviantart.net/fs70/f/2013/134/d/2/1360729018_ryokukitsune_colbybakednormals_by_ryokukitsune-d65933n.jpg" border="0" alt="" /></a></div>
 <br />
 <br />
   I've been going threw a block the past few months that I want to get over so I decided to put myself in front of my tools again by digging up an old sculpt (about a year old). The Optimizing in Zbrush went pretty well and I have a decent topology at around 14k tris (7k quads) that’s for the most part animation ready. However I'm stuck at the texturing phase of my pipeline because I didn't really plan on doing anything with this character from the onset.<br />
 <br />
   The consequence of having a finished product was an afterthought and all my concepts on the character are in b/w sketches leaving me scratching my head on what to do with him from here. I've sat in front of Photoshop for days trying to noodle something out but he's ground to a halt as everything I do makes him look like a poor choice of muddy colors.<br />
 <br />
   I'm here to ask if anyone can help me out with some critiques and/or a few paint over variations?<br />
 <br />
   I thought about asking people to kit bash this for me but I would much rather do it myself. Picking something up from the to-do pile and my block have made my muse a bit color blind so I could use a little help building a visual target to work towards.<br />
 <br />
  <br />
  <br />
 <br />
  Ryo]]></description>
		<pubDate>Fri, 17 May 2013 10:29:03 +0000</pubDate>
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		<title><![CDATA[Precursors short (former Ancestors)]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1107352</link>
		<description><![CDATA[Forum: Work In Progress: Focused Critiques<br>
Posted By: Nixellion<br>
Post Time: 05-16-2013 at 04:51 PM<br>
Text:<br>
<br>
PreVis of my diploma CG short. No sound, music just to make it not so boring to watch.<br />
<br />
Feel free to throw rocks, point out even obvious mistakes, and suggest how to correct them. Anything related to edit, direction, animation, cameras.<br />
<br />
<a href="http://www.youtube.com/watch?v=K6-l_aPuXRs" target="_blank">http://www.youtube.com/watch?v=K6-l_aPuXRs</a>]]></description>
		<pubDate>Thu, 16 May 2013 11:51:19 +0000</pubDate>
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	<item>
		<title><![CDATA[game-res 3D vehicle WIP material/texture critique]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1106841</link>
		<description><![CDATA[Forum: Work In Progress: Focused Critiques<br>
Posted By: jarisky<br>
Post Time: 05-13-2013 at 05:13 AM<br>
Text:<br>
<br>
I would like feedback on the texture and materials for a game-res VW Jetta model for my personal portfolio, to represent my professional capabilities. I am aiming for this to be a fairly detailed vehicle like something for a racing game (yes I realize Jetta is not a racing car--this is a challenge to myself to make something ordinary look good, as opposed to making a model that looks appealing because the design is flashy even if the model/texture isn't great).<br />
<br />
This is a WIP--I am pretty happy with the model and mostly I am looking for feedback on the blueviolet paint material/texture (but if you see other areas to critique I am open to it). I am trying to realistically emulate car paint--a smooth surface with a slight sparkle from the sort of grainy variation in the paint under the final coat of gloss/finish. I think (at least I hope) that I have almost but not quite hit that look, but I've been looking at this too long to see it without bias. I know there's no mud/wear-and-tear/etc--that is not what I'm looking for feedback on here. Also, the tail lights and license plate are stand-in textures currently--I know they need to be improved.<br />
<br />
The screencaps are from Unity engine. I'm using Bruno Rime's free hard surface shader for the paint material (located at <a href="http://u3d.as/content/bruno-rime/hard-surface-shaders-free/1RB" target="_blank">http://u3d.as/content/bruno-rime/ha...haders-free/1RB</a>). I don't have dedicated UV space for each part of the car--I unwrapped them to be at the same scale and am using tileable 1024x1024 maps. I am using diffuse, greyscale specular map (I think Unity free does not support color spec maps), gloss map, normal map, reflectivity map, cube map. I modeled a simple interior so the viewer can see through the windows, and simple engine and parts under the hood so there would be something visible in a damaged state if the hood dents/breaks off. 27K tris total, 22K tris excluding interior.<br />
<br />
Thanks everyone and please let me know if you want more information in order to make a more informed critique.<br />
<br />
<img src="http://24.media.tumblr.com/3d82742870cc6ad7ad59d93fe3c49fc7/tumblr_mmltz03xDL1sqwffgo1_1280.jpg" border="0" alt="" /> <br />
<img src="http://25.media.tumblr.com/ae14b64ead8871c1c31080086b5c9a53/tumblr_mmltz03xDL1sqwffgo2_1280.jpg" border="0" alt="" /> <br />
<img src="http://24.media.tumblr.com/db19e91dddce70e27f4f4e3f34eae444/tumblr_mmltz03xDL1sqwffgo3_1280.jpg" border="0" alt="" />]]></description>
		<pubDate>Mon, 13 May 2013 00:13:50 +0000</pubDate>
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		<title><![CDATA[Paper Story]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1106345</link>
		<description><![CDATA[Forum: Work In Progress: Focused Critiques<br>
Posted By: varioous<br>
Post Time: 05-09-2013 at 04:12 PM<br>
Text:<br>
<br>
Hey guys,<br />
<br />
  we are a group of Austrian students working on a short animated film for a project. It’s about a drawing coming to live and leaving the sketchbook, wandering around on the desk. Since this is the first time we work on something bigger we would love to get some feedback, to come up with the best results possible.<br />
<br />
   <br />
<br />
  We work with Maya and use vray as our renderer. The attached shots are some test renders, compositing isn’t done with those yet. Let us know what your impression is, if anything seems off, especially with textures and lighting. This is our first time using vray, so any tips for that would be greatly appreciated.<br />
<br />
   <br />
<br />
  Also, it would be interesting to know if anyone can help us reduce our render time. Does anyone have advice on what settings to change to get the best quality in as little time as possible.<br />
<br />
<br />
<br />
<br />
camera: 1<br />
<br />
<a href="http://s7.directupload.net/images/130509/rlvyos3u.png" target="_blank">http://s7.directupload.net/images/130509/rlvyos3u.png</a><br />
<br />
<br />
camera: 3<br />
<br />
<a href="http://s7.directupload.net/images/130509/8chd5iu8.png" target="_blank">http://s7.directupload.net/images/130509/8chd5iu8.png</a><br />
<br />
<br />
camera: 28<br />
<br />
<a href="http://s1.directupload.net/images/130509/2ojzie4i.png" target="_blank">http://s1.directupload.net/images/130509/2ojzie4i.png</a><br />
<br />
<br />
persp:<br />
<br />
<a href="http://s14.directupload.net/images/130509/ho82ig79.png" target="_blank">http://s14.directupload.net/images/130509/ho82ig79.png</a><br />
<br />
<br />
<br />
<br />
thanks in advance<br />
<br />
Chris]]></description>
		<pubDate>Thu, 09 May 2013 11:12:52 +0000</pubDate>
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		<title><![CDATA[Environmental WIP]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1105398</link>
		<description><![CDATA[Forum: Work In Progress: Focused Critiques<br>
Posted By: rrogerscg<br>
Post Time: 05-03-2013 at 06:05 AM<br>
Text:<br>
<br>
I would like critique on every aspect of this fantasy piece.  I understand what I am asking is a lot, but I am truly trying to become a professional in the field of environmental concept art.  Not only do I want to achieve an interesting environment, I also want to hit them at awesome, dynamic angles.  <br /><ul><li>Lighting - Are there any factors I did not take into consideration yet?</li><li>Depth - I am going for a deep scene, but still trying to empower the colossi.</li><li>Color - Are the colors not effective enough?  Do they all fit within the scene?</li><li>Scale - How can I make this colossi feel even more epic, based on scale, or whatever other techniques possible?</li><li>Detail - How do I know if there is enough?  Many things are readable, is that all it needs to be?</li><li>Composition - Should things be taken out, re-positioned, or added?  Why?</li><li>Personal - If somebody would have the time, a paint-over would be awesome.  Also, if anybody has the time, I would appreciate a visit to my gallery and apply as many crits as possible to my work, since I cannot bring them all here.</li></ul><br />
<img src="http://features.cgsociety.org/newgallerycrits/g26/441126/441126_1367554760_submedium.jpg" border="0" alt="" /><br />
<br />
Thanks, -Russ]]></description>
		<pubDate>Fri, 03 May 2013 01:05:50 +0000</pubDate>
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		<title><![CDATA[Agusta Motorbike Engine - Final touches]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1105095</link>
		<description><![CDATA[Forum: Work In Progress: Focused Critiques<br>
Posted By: OneTwoThreeSquare<br>
Post Time: 05-01-2013 at 09:36 AM<br>
Text:<br>
<br>
Hello guys,<br />
a long time ago (about a year) I've started a big project: an Agusta Bestiale Motorbike. In these weeks I've finished a big part of the model (the engine) so I made a couple of renders on its own.<br />
<br />
I would like to receive critique for this shoots to improve the result; I'm at that point where your works is good but not enough to move to the next quality step and it's very difficult to understand on your own what must be changed and what can be improved.<br />
<br />
I'd also like to improve them for exposing inside the CGSociety gallery, that would be an important goal for me.<br />
<br />
Thank you all in advice,<br />
Davide.<br />
<br />
<img src="http://imageshack.us/a/img706/7639/finaldx.jpg" border="0" alt="" /><br />
<br />
<img src="http://imageshack.us/a/img827/8783/finalsx.jpg" border="0" alt="" />]]></description>
		<pubDate>Wed, 01 May 2013 04:36:24 +0000</pubDate>
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		<title><![CDATA[Edwin Model Critique]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1103152</link>
		<description><![CDATA[Forum: Work In Progress: Focused Critiques<br>
Posted By: mccollom73<br>
Post Time: 04-15-2013 at 10:25 PM<br>
Text:<br>
<br>
Hey everyone!<br />
<br />
A buddy of mine told me to post here to get the best critique for my model design.  The goal is to produce an appealing model, rig it, and put it online for free use. I'm an aspiring rigger, and trying to work on my modeling/deformation skills. I'd love to hear feedback to help push the design along to make a more appealing character for animators. Thanks in advance!<br />
<br />
Josh<br />
<br />
<img src="http://joshmccollom.files.wordpress.com/2013/03/edwinfacenowirenew.jpg" border="0" alt="" /><br />
<br />
<img src="http://joshmccollom.files.wordpress.com/2013/03/edwinfacewirenew.jpg" border="0" alt="" /> <br />
<br />
<img src="http://joshmccollom.files.wordpress.com/2013/03/edwinfacenowirenew2.jpg" border="0" alt="" />]]></description>
		<pubDate>Mon, 15 Apr 2013 17:25:04 +0000</pubDate>
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		<title><![CDATA[Miranda Kerr 3D model (Demo Reel Project)]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1101905</link>
		<description><![CDATA[Forum: Work In Progress: Focused Critiques<br>
Posted By: topherdeleon<br>
Post Time: 04-07-2013 at 09:05 PM<br>
Text:<br>
<br>
hello,<br />
<br />
i posted this models head a couple weeks ago and i though id update my progress.  I would love to get another perspective on this model I've been working on it for a while now and i could really use some constructive criticism.  <br />
<br />
so the overall goal for this is to use in my demo reel but I'm having issues with the hair and now i think i will have to redo the hair entirely.  the problem is when i hit play on the time slider maya freezes up.  i used the fibermesh to curve method of making hair so i think the output curves are just too much for the system to handle.  I either have to start from scratch or when i do the fibermesh to curve lower the curve output.  if anyone else has any suggestions please let me know, it would be greatly appreciated. <br />
<br />
Another issue i know i'm going to run into is the fact that i have never done a rig for pose before.  I was just wondering if anyone would like to suggest a workflow for that process.  Ive seen tutorials where they used a file reference so the rig is created in a separate scene and the model referenced in.  if my overall goal is to create a animated camera with a posed model, is this a valid option or should i just create the rig in the model file?<br />
<br />
please let me know what you think!<br />
<br />
Thank you<br />
<br />
<img src="http://i1336.photobucket.com/albums/o642/topherdeleon/Mirandakerr12_zpse13aa3f8.jpg" border="0" alt="" /><br />
<img src="http://i1336.photobucket.com/albums/o642/topherdeleon/Mirandakerr10_zpsf8d672cd.jpg" border="0" alt="" /><br />
<img src="http://i1336.photobucket.com/albums/o642/topherdeleon/Mirandakerr11_zpsdc47c197.jpg" border="0" alt="" /><br />
<br />
Photo Reference<br />
<img src="http://i1336.photobucket.com/albums/o642/topherdeleon/MirandaKerrVictoriasSecretFashionShow2008HQ_zps81227444.jpg" border="0" alt="" />]]></description>
		<pubDate>Sun, 07 Apr 2013 16:05:50 +0000</pubDate>
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		<title><![CDATA[Alien creature, advice about sculpting]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1097579</link>
		<description><![CDATA[Forum: Work In Progress: Focused Critiques<br>
Posted By: elfenoir<br>
Post Time: 03-10-2013 at 10:12 PM<br>
Text:<br>
<br>
<font color="#fffffe"><font face="Arial"><font size="3">Hi everybody, I decide to learn zbrush so to work on something concrete I start sculpting a really nasty creature mostly inspired by warhammer 40k universe.</font></font></font><br />
<br />
<font color="#fffffe"><font face="Arial"><font size="3">Here is the sculpting. I start with zsphere then dynamesh then retopology and finally sculpting details.</font></font></font><br />
<br />
<font color="#fffffe"><font face="Arial"><font size="3">So I need some advice/critic before moving to the next step : painting.</font></font></font><br />
 <br />
<font size="3"><font face="Arial"><font color="#fffffe">In fact i don't if the level of detail i bring is enough and if it look plausible anatomically.</font></font></font><br />
<br />
<font color="#fffffe"><font face="Arial"><font size="3">Thank you</font></font></font><br />
<br />
<font color="#fffffe"><font face="Arial"><font size="3">(and sorry for my bad English)</font></font></font><br />
 <br />
<img src="http://users.skynet.be/fa001435/pourcg/tyty/wiptitilow05.jpg" border="0" alt="" /><br />
 <br />
<img src="http://users.skynet.be/fa001435/pourcg/tyty/wiptitilow09.jpg" border="0" alt="" /><br />
 <br />
<img src="http://users.skynet.be/fa001435/pourcg/tyty/wiptitilow08.jpg" border="0" alt="" /><br />
<font color="#fffffe"></font> <br />
<font color="#fffffe"><font face="Arial"><font size="3"><img src="http://users.skynet.be/fa001435/pourcg/tyty/wiptitilow.jpg" border="0" alt="" /></font></font></font>]]></description>
		<pubDate>Sun, 10 Mar 2013 17:12:59 +0000</pubDate>
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		<title><![CDATA[3D Character Design &quot;Chop&quot;]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1096706</link>
		<description><![CDATA[Forum: Work In Progress: Focused Critiques<br>
Posted By: MaTjs<br>
Post Time: 03-05-2013 at 04:09 AM<br>
Text:<br>
<br>
<a href="http://vimeo.com/60981080" target="_blank">View Chop's Rotation</a> <br />
<br />
 All feedback is helpful.  Please be mean to this one and notice any  flaws you can.  Your critique will lend me the privilege to improve to  perfection.<br />
  <br />
  Chop is a wood crafter made of chopped wood.  He Lives a simple life in   an enchanted forest collecting lumber to create furniture and other   creative things.  Chop, on the outside, is clumsy and innocent but to   nature, Chop is a homocidal maniac.]]></description>
		<pubDate>Mon, 04 Mar 2013 23:09:01 +0000</pubDate>
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		<title><![CDATA[Matte painting need critiques on details]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1096256</link>
		<description><![CDATA[Forum: Work In Progress: Focused Critiques<br>
Posted By: Seshi<br>
Post Time: 03-01-2013 at 04:59 PM<br>
Text:<br>
<br>
My team and I are currently working on a project that involves many 3D matte paintings. We're going for a neat contrast between paint strokes and fine detail. I think there are still structural,architectural details to be fixed but I can't quite see them all.  Any critiques are welcome! Thank you! <br />
<br />
<img src="http://payload.cargocollective.com/1/2/81062/1361733/Anim_Shot19_1224_Layered_540.jpg" border="0" alt="" />]]></description>
		<pubDate>Fri, 01 Mar 2013 11:59:54 +0000</pubDate>
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		<title><![CDATA[Overpass/Train - WIP]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1094917</link>
		<description><![CDATA[Forum: Work In Progress: Focused Critiques<br>
Posted By: Trakanon<br>
Post Time: 02-21-2013 at 02:41 PM<br>
Text:<br>
<br>
Hello and thank you for taking the time to look over my models!<br />
<br />
This is a small environment I have been working on for about two days now, I started this project as practice to build on my modelling skills, but am hoping to use this piece in a Reel eventually.  <br />
<br />
these were done using Maya 2013 and Mental Ray rendering for now as those are what I am most comfortable with, but as I learn other rendering/modeling techniques I will incorporate these into my 3D arsenal.<br />
<br />
What I am trying to achieve with this scene is a interesting, somewhat realistic look.  I haven't been going off any set reference and have just been taking things from different images and putting them together and seeing what works best.  I am looking for any helpful tips or tricks, and critiques that anyone would be willing to share with me to help me improve the overall quality of my scene.<br />
<br />
Thank you again!<br />
<br />
<img src="http://sphotos-a.xx.fbcdn.net/hphotos-ash3/551507_741317512436_2124302219_n.jpg" border="0" alt="" /><br />
<br />
<img src="http://sphotos-b.xx.fbcdn.net/hphotos-ash3/602027_741317477506_1064428476_n.jpg" border="0" alt="" /> <br />
<br />
<img src="http://sphotos-b.xx.fbcdn.net/hphotos-ash3/602155_741317437586_120268343_n.jpg" border="0" alt="" />]]></description>
		<pubDate>Thu, 21 Feb 2013 09:41:04 +0000</pubDate>
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		<title><![CDATA[Hard Surface Modelling]]></title>
		<link>http://forums.cgsociety.org/showthread.php?t=1094772</link>
		<description><![CDATA[Forum: Work In Progress: Focused Critiques<br>
Posted By: n3al<br>
Post Time: 02-20-2013 at 06:32 PM<br>
Text:<br>
<br>
Hi there<br />
<br />
Would you guys please help me by directing me with what this board is about, critique, honest opinions and advice. I started this project as a means of building on my modelling skills and to improve with 3D overall. I finished college last year and I want to grow. So this place is ideal.<br />
<br />
For more images as to sketches I've roughly made for this project, can be seen here: <br />
<br />
<a href="http://nastrydom.deviantart.com/gallery/41876127" target="_blank">http://nastrydom.deviantart.com/gallery/41876127</a><br />
<br />
I'm using maya 2013 and Mental Ray for now, but will be switching over to V-Ray once I've learnt how to use it properly, I've only done an introduction so far to V-Ray.<br />
<br />
I'm aiming to finish the model before the next two months are over, so I hope to finish in time, otherwise I'll be carrying on passed the two months and working on this model as I get time for it, I am currently employed full time at a company as a generalist.<br />
<br />
Thanks in advance for your help and input :beer:<br />
Neal Strydom]]></description>
		<pubDate>Wed, 20 Feb 2013 13:32:23 +0000</pubDate>
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