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<channel>
	<title>FogLog &#187; model</title>
	<atom:link href="http://fogmann.com/foglog/tag/model/feed/" rel="self" type="application/rss+xml" />
	<link>http://fogmann.com/foglog</link>
	<description>Production Journal</description>
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		<title>Post #100 :D</title>
		<link>http://fogmann.com/foglog/2010/11/post-100-d/</link>
		<comments>http://fogmann.com/foglog/2010/11/post-100-d/#comments</comments>
		<pubDate>Mon, 15 Nov 2010 03:52:14 +0000</pubDate>
		<dc:creator>Fogmann</dc:creator>
				<category><![CDATA[Works]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[character]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[model]]></category>
		<category><![CDATA[zbrush]]></category>

		<guid isPermaLink="false">http://fogmann.com/foglog/?p=498</guid>
		<description><![CDATA[Otherwise, this would be called Yves Vol 2, since I wanted to show some progress on Yves. I have finally finished adding hair cards wooohoooooo. So here she comes now: Here are some viewport grabs: If you ask how long the hair took to make, I&#8217;d probably answer &#8220;FOREVER!!!&#8221; and I wouldn&#8217;t be lying by [...]]]></description>
			<content:encoded><![CDATA[<p>Otherwise, this would be called Yves Vol 2, since I wanted to show some progress on Yves. I have finally finished adding hair cards wooohoooooo. So here she comes now:</p>
<p><a href="http://fogmann.com/foglog/wp-content/uploads/2010/11/RenderTest020.jpg" rel="lightbox[498]"><img class="alignnone size-thumbnail wp-image-499" title="RenderTest020" src="http://fogmann.com/foglog/wp-content/uploads/2010/11/RenderTest020-150x150.jpg" alt="" width="150" height="150" /></a> <a href="http://fogmann.com/foglog/wp-content/uploads/2010/11/RenderTest022.jpg" rel="lightbox[498]"><img class="alignnone size-thumbnail wp-image-500" title="RenderTest022" src="http://fogmann.com/foglog/wp-content/uploads/2010/11/RenderTest022-150x150.jpg" alt="" width="150" height="150" /></a></p>
<p>Here are some viewport grabs:</p>
<p><a href="http://fogmann.com/foglog/wp-content/uploads/2010/11/HeadFrontCGFXHair.jpg" rel="lightbox[498]"><img class="alignnone size-thumbnail wp-image-509" title="HeadFrontCGFXHair" src="http://fogmann.com/foglog/wp-content/uploads/2010/11/HeadFrontCGFXHair-150x150.jpg" alt="" width="150" height="150" /></a> <a href="http://fogmann.com/foglog/wp-content/uploads/2010/11/HeadFrontWire.jpg" rel="lightbox[498]"><img class="alignnone size-thumbnail wp-image-510" title="HeadFrontWire" src="http://fogmann.com/foglog/wp-content/uploads/2010/11/HeadFrontWire-150x150.jpg" alt="" width="150" height="150" /></a></p>
<p><a href="http://fogmann.com/foglog/wp-content/uploads/2010/11/HeadSideCGFXHair.jpg" rel="lightbox[498]"><img class="alignnone size-thumbnail wp-image-511" title="HeadSideCGFXHair" src="http://fogmann.com/foglog/wp-content/uploads/2010/11/HeadSideCGFXHair-150x150.jpg" alt="" width="150" height="150" /></a> <a href="http://fogmann.com/foglog/wp-content/uploads/2010/11/HeadSideWires.jpg" rel="lightbox[498]"><img class="alignnone size-thumbnail wp-image-512" title="HeadSideWires" src="http://fogmann.com/foglog/wp-content/uploads/2010/11/HeadSideWires-150x150.jpg" alt="" width="150" height="150" /></a></p>
<p>If you ask how long the hair took to make, I&#8217;d probably answer &#8220;FOREVER!!!&#8221; and I wouldn&#8217;t be lying by much. Yep, it&#8217;s built card by card, and the polycount is over 20k triangles; it is pretty low poly hair, kind of like in-game hair I&#8217;ve built for some of the games I worked on, but with way more cards. The hairstyle still needs some tuning and tweaking, both in terms of geometry and shading. It will get tessellated at rendertime with mental ray&#8217;s subD approximation so it will look smooth in final render. One thing that bugs me and I haven&#8217;t found the solution for it yet (but anyone reading this who might know the trick please let me know!) &#8211; when I render raytrace shadows with mental ray, regardless of method (simple, sorted or segments) I will always get fully transparent areas of cards to drop faint shadow, and I&#8217;d much more prefer if they would drop no shadow at all. This can be fixed in post and isn&#8217;t even noticeable when cast onto an object with SSS material that will disperse the edge of alpha cards &#8211; and of course soft shadows would totally take care of it &#8211; but the second render in this post (rendered originally in only 512 pixels square!) took over half an hour to complete because casting soft raytrace shadows through shitload of alpha cards takes forever. And I couldn&#8217;t even get depth map shadows to show up, let alone cast properly through alpha cards.</p>
<p>Yves is still awaiting to get her clothes, but dry-cleaning was closed this weekend, so perhaps one day&#8230;</p>
<p>To commemorate this jubilee post, Yves is now getting some company in form of a space policeman, who went mainstream last week and now hangs out on YouTube:</p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="480" height="385" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/xLu992ytC3I?fs=1&amp;hl=en_US" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="480" height="385" src="http://www.youtube.com/v/xLu992ytC3I?fs=1&amp;hl=en_US" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>Here&#8217;s the render (which is by no means final, in fact, it is QUITE unfinished):</p>
<p><a href="http://fogmann.com/foglog/wp-content/uploads/2010/11/SpacePolice_Posed03.jpg" rel="lightbox[498]"><img class="alignnone size-thumbnail wp-image-503" title="SpacePolice_Posed03" src="http://fogmann.com/foglog/wp-content/uploads/2010/11/SpacePolice_Posed03-150x150.jpg" alt="" width="150" height="150" /></a></p>
<p>When they heard there&#8217;s some party and celebration going on FogLog, these guys here, especially the drunk lady and lovebug, decided it would be unforgivable if I were to leave them out, so here they come:</p>
<p><a href="http://fogmann.com/foglog/wp-content/uploads/2010/11/DoodleLineup.jpg" rel="lightbox[498]"><img class="alignnone size-thumbnail wp-image-504" title="DoodleLineup" src="http://fogmann.com/foglog/wp-content/uploads/2010/11/DoodleLineup-150x150.jpg" alt="" width="150" height="150" /></a> <a href="http://fogmann.com/foglog/wp-content/uploads/2010/11/lovebug.jpg" rel="lightbox[498]"><img class="alignnone size-thumbnail wp-image-505" title="lovebug" src="http://fogmann.com/foglog/wp-content/uploads/2010/11/lovebug-150x150.jpg" alt="" width="150" height="150" /></a></p>
<p><a href="http://fogmann.com/foglog/wp-content/uploads/2010/11/femSitPosedColored2.jpg" rel="lightbox[498]"><img class="alignnone size-thumbnail wp-image-506" title="femSitPosedColored2" src="http://fogmann.com/foglog/wp-content/uploads/2010/11/femSitPosedColored2-150x150.jpg" alt="" width="150" height="150" /></a> <a href="http://fogmann.com/foglog/wp-content/uploads/2010/11/Woman01_start.jpg" rel="lightbox[498]"><img class="alignnone size-thumbnail wp-image-507" title="Woman01_start" src="http://fogmann.com/foglog/wp-content/uploads/2010/11/Woman01_start-150x150.jpg" alt="" width="150" height="150" /></a></p>
<p>конец!</p>
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		<title>Victor</title>
		<link>http://fogmann.com/foglog/2010/09/victor/</link>
		<comments>http://fogmann.com/foglog/2010/09/victor/#comments</comments>
		<pubDate>Wed, 22 Sep 2010 04:53:33 +0000</pubDate>
		<dc:creator>Fogmann</dc:creator>
				<category><![CDATA[Works]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[character]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[model]]></category>
		<category><![CDATA[zbrush]]></category>

		<guid isPermaLink="false">http://fogmann.com/foglog/?p=488</guid>
		<description><![CDATA[Just finished this model for a friend from Budapest. It&#8217;s VIrtual aCTOR for his game, and I don&#8217;t quite know much more than that. It was fun trying to find the lines that hint at some mindful industrial design for manufactured bot-like character while hitting all the anatomical landmarks.]]></description>
			<content:encoded><![CDATA[<p>Just finished this model for a friend from Budapest. It&#8217;s VIrtual aCTOR for his game, and I don&#8217;t quite know much more than that. It was fun trying to find the lines that hint at some mindful industrial design for manufactured bot-like character while hitting all the anatomical landmarks.</p>
<p><a href="http://fogmann.com/foglog/wp-content/uploads/2010/09/VicWIP03.jpg" rel="lightbox[488]"><img class="alignnone size-medium wp-image-489" title="VicWIP03" src="http://fogmann.com/foglog/wp-content/uploads/2010/09/VicWIP03-271x300.jpg" alt="Victor" width="271" height="300" /></a> <a href="http://fogmann.com/foglog/wp-content/uploads/2010/09/VicWIP04.jpg" rel="lightbox[488]"><img class="alignnone size-medium wp-image-490" title="VicWIP04" src="http://fogmann.com/foglog/wp-content/uploads/2010/09/VicWIP04-300x203.jpg" alt="Victor Mask" width="300" height="203" /></a></p>
]]></content:encoded>
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		<item>
		<title>Entry0003</title>
		<link>http://fogmann.com/foglog/2009/12/entry0003/</link>
		<comments>http://fogmann.com/foglog/2009/12/entry0003/#comments</comments>
		<pubDate>Tue, 22 Dec 2009 11:05:59 +0000</pubDate>
		<dc:creator>Fogmann</dc:creator>
				<category><![CDATA[Random]]></category>
		<category><![CDATA[Sketchbook]]></category>
		<category><![CDATA[3d modeling]]></category>
		<category><![CDATA[journal]]></category>
		<category><![CDATA[Maya]]></category>
		<category><![CDATA[model]]></category>

		<guid isPermaLink="false">http://fogmann.com/foglog/?p=414</guid>
		<description><![CDATA[It&#8217;s a crime scene!]]></description>
			<content:encoded><![CDATA[<p>It&#8217;s a crime scene!</p>
<p><a href="http://fogmann.com/foglog/wp-content/uploads/2009/12/Entry0003.jpg" rel="lightbox[414]"><img class="alignnone size-medium wp-image-415" title="Entry0003" src="http://fogmann.com/foglog/wp-content/uploads/2009/12/Entry0003-300x213.jpg" alt="Entry0003" width="300" height="213" /></a></p>
]]></content:encoded>
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		<title>Emerging from the mess of untweaked verts</title>
		<link>http://fogmann.com/foglog/2009/03/emerging-from-the-mess-of-untweaked-verts/</link>
		<comments>http://fogmann.com/foglog/2009/03/emerging-from-the-mess-of-untweaked-verts/#comments</comments>
		<pubDate>Mon, 02 Mar 2009 04:24:58 +0000</pubDate>
		<dc:creator>Fogmann</dc:creator>
				<category><![CDATA[Works]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[model]]></category>
		<category><![CDATA[nude]]></category>
		<category><![CDATA[woman]]></category>
		<category><![CDATA[zbrush]]></category>

		<guid isPermaLink="false">http://fogmann.com/foglog/?p=242</guid>
		<description><![CDATA[There&#8217;s a long road ahead, but I think I&#8217;m off to a decent start. More is to come and I&#8217;m pretty glad I&#8217;m back to doing some 3D in my spare time. Surprisingly, I don&#8217;t get tired of it after 40+ hours of doing it at work. It feels good to have all the resolution [...]]]></description>
			<content:encoded><![CDATA[<p>There&#8217;s a long road ahead, but I think I&#8217;m off to a decent start.</p>
<p><a href="http://fogmann.com/uploadpics/wip/wip_zb_femMod01a.jpg" rel="lightbox[242]"><img class="alignnone" title="WIP01" src="http://fogmann.com/uploadpics/wip/wip_zb_femMod01a_tn.jpg" alt="" width="100" height="200" /> </a><a href="http://fogmann.com/uploadpics/wip/wip_zb_femMod01b.jpg" rel="lightbox[242]"><img class="alignnone" title="WIP02" src="http://fogmann.com/uploadpics/wip/wip_zb_femMod01b_tn.jpg" alt="" width="100" height="200" /></a><a href="http://fogmann.com/uploadpics/wip/wip_zb_evolution.gif" rel="lightbox[242]"> <img class="alignnone" title="Evolution" src="http://fogmann.com/uploadpics/wip/wip_zb_evolution_tn.jpg" alt="" width="100" height="200" /></a></p>
<p>More is to come and I&#8217;m pretty glad I&#8217;m back to doing some 3D in my spare time. Surprisingly, I don&#8217;t get tired of it after 40+ hours of doing it at work. It feels good to have all the resolution I want to make a good render and don&#8217;t have to watch my textures get crunched down to 256².</p>
]]></content:encoded>
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		<item>
		<title>Philip Marlowe yet again!</title>
		<link>http://fogmann.com/foglog/2007/08/philip-marlowe-yet-again/</link>
		<comments>http://fogmann.com/foglog/2007/08/philip-marlowe-yet-again/#comments</comments>
		<pubDate>Sun, 19 Aug 2007 02:25:20 +0000</pubDate>
		<dc:creator>Fogmann</dc:creator>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Works]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[high poly]]></category>
		<category><![CDATA[model]]></category>
		<category><![CDATA[philip marlowe]]></category>
		<category><![CDATA[zbrush]]></category>

		<guid isPermaLink="false">http://fogmann.com/foglog/?p=90</guid>
		<description><![CDATA[But this time it wasn&#8217;t Bogart, it was Elliot Gould in Altman&#8217;s excellent The Long Goodbye.]]></description>
			<content:encoded><![CDATA[<p>But this time it wasn&#8217;t Bogart, it was Elliot Gould in Altman&#8217;s excellent <em>The Long Goodbye</em>.</p>
<p><a href="http://fogmann.com/uploadpics/wip/pmarlowe.jpg" rel="lightbox[90]"><img src="http://fogmann.com/uploadpics/wip/pmarlowe.jpg" alt="" width="486" height="359" /></a></p>
]]></content:encoded>
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		<title>Taško Načić!</title>
		<link>http://fogmann.com/foglog/2007/07/tasko-nacic/</link>
		<comments>http://fogmann.com/foglog/2007/07/tasko-nacic/#comments</comments>
		<pubDate>Sun, 29 Jul 2007 14:27:13 +0000</pubDate>
		<dc:creator>Fogmann</dc:creator>
				<category><![CDATA[Works]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[model]]></category>
		<category><![CDATA[render]]></category>
		<category><![CDATA[taško načić]]></category>

		<guid isPermaLink="false">http://fogmann.com/foglog/?p=91</guid>
		<description><![CDATA[Here&#8217;s the bust of the famous Serbian actor &#8211; well at least something that somewhat resembles him, since the best reference I was able to get of him were stills from badly encoded VHS rips &#62;_&#60; . The spec map is still missing, although SSS is more or less tuned, but I still ought to [...]]]></description>
			<content:encoded><![CDATA[<p>Here&#8217;s the bust of the famous Serbian actor &#8211; well at least something that somewhat resembles him, since the best reference I was able to get of him were stills from badly encoded VHS rips &gt;_&lt; . The spec map is still missing, although SSS is more or less tuned, but I still ought to do a lot of clean-up and finishing touches. I&#8217;ll post the more complete version when I get the chance to work on this piece some more.</p>
<p>&lt;:Click to enlarge:&gt;<br />
<a href="http://fogmann.com/uploadpics/wip/tnwip03.jpg" rel="lightbox[91]"><img src="http://fogmann.com/uploadpics/wip/tnwip04.jpg" alt="" width="480" height="480" /></a></p>
<p>Edit: here&#8217;s the final version:</p>
<p><a href="http://fogmann.com/uploadpics/wip/taskoFinal_large.jpg" rel="lightbox[91]"><img class="alignnone" title="Taško Načić, final render" src="http://fogmann.com/uploadpics/wip/taskoFinal_small.jpg" alt="" width="480" height="480" /></a></p>
]]></content:encoded>
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		<title>Pandaemonium</title>
		<link>http://fogmann.com/foglog/2005/11/pandaemonium/</link>
		<comments>http://fogmann.com/foglog/2005/11/pandaemonium/#comments</comments>
		<pubDate>Tue, 15 Nov 2005 03:27:21 +0000</pubDate>
		<dc:creator>Fogmann</dc:creator>
				<category><![CDATA[Works]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[game art]]></category>
		<category><![CDATA[low poly]]></category>
		<category><![CDATA[model]]></category>

		<guid isPermaLink="false">http://fogmann.com/foglog/?p=21</guid>
		<description><![CDATA[Well, here is indeed a nice update for the gaming section. Mainly, I joined the game modding team that works on total conversion mod for Half Life 2. I donated some webspace for this project, so the link is still within Fogmann: Pandaemonium Website and forums, where most of the project related stuff is happening, [...]]]></description>
			<content:encoded><![CDATA[<p>Well, here is indeed a nice update for the gaming section. Mainly, I joined the game modding team that works on total conversion mod for Half Life 2. I donated some webspace for this project, so the link is still within Fogmann: <a href="http://pandaemonium.fogmann.com">Pandaemonium Website</a> and <a href="http://pandaemonium.fogmann.com/forums/">forums</a>, where most of the project related stuff is happening, such as media updates and various discussions related to just about any aspect of the game. Here what the player character I&#8217;ve built looks so far:<br />
<a href="http://pandaemonium.fogmann.com/uploadpics/07_morthor_multipleviews.jpg" rel="lightbox[21]"><img src="http://pandaemonium.fogmann.com/uploadpics/07_morthor_multipleviews.jpg" alt="Morthor" width="497" height="341" /></a><br />
I hope to soon post the textured version. The normal map for this character will be created from the high resolution version that I will create with ZBrush.</p>
]]></content:encoded>
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