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<title>propergraphics's CGPortoflio Gallery</title>
<link>http://propergraphics.cgsociety.org/gallery/</link>
<description>propergraphics's gallery of images</description>
<language>en-us</language>
<ttl>120</ttl>
	<item>
	<title>Portrait of a woman</title>
	<link>http://propergraphics.cgsociety.org/gallery/790799</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g64/339764/339764_1248906573_small.jpg"><br><br>Modeling done in Maya, hairs - hairtrix (12 mln tris), texture 10 000x10 000 for reflection mask and normal map, for diffuse 2048x2048.]]>
	</description>
	<pubDate>Wed, 29 Jul 2009 17:29:35 +0000</pubDate>
	</item>
	<item>
	<title>Navitec Tango Charlie Automatique</title>
	<link>http://propergraphics.cgsociety.org/gallery/725382</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g64/339764/339764_1233543704_small.jpg"><br><br>Client: Navitec - www.navitec.fr<br />
Polycount: 1 305 759 tris, displacement textures: 6223x5864 (bracelet), 2244x716, 2500x1875.<br />
Displacement texture was scaned and then I've done a lot of painting in Photshop - spent about a week because first time worked on such complex displacement map. Displacement for numbers - first they was modeled and then z-channel rendered - this is the best way for best result. Screenshot of wire here - http://propergraphics.com/watches/tango_charlie_automatique/Navitec_Tango_Charlie_Automatique_wire.jpg<br />
<br />
More images at up to 3500x2625 here http://propergraphics.com/watches/tango_charlie_automatique_05_1220.htm]]>
	</description>
	<pubDate>Sun, 01 Feb 2009 11:05:19 +0000</pubDate>
	</item>
	<item>
	<title>Koenigsegg CCX in-game 192 449 triangles</title>
	<link>http://propergraphics.cgsociety.org/gallery/710004</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g64/339764/339764_1229826662_small.jpg"><br><br>Koenigsegg CCX. In-game model done by Grand Turismo 5 standards. Done by blueprints and huge amount of photo reference. Poly budget: 192 449 triangles. Textures: in total diffuse, normal bump and specular less than 2048x2048 each. Only in-game textures were used for render. Only normal bump - no displacement. <br />
<br />
Modeled by Gleb Zhilevich (guided by Yury Rybakov), some textures and rendering by Yury Rybakov.<br />
<br />
More images at up to 3840&#1093;2160 and video here - http://propergraphics.com/3dlowpoly/Koenigsegg_video.htm<br />
<br />
Also for those who want to check exactness of the model we add part of our photo reference there.]]>
	</description>
	<pubDate>Sat, 20 Dec 2008 20:31:05 +0000</pubDate>
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