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<title>sebcesoir's CGPortoflio Gallery</title>
<link>http://sebcesoir.cgsociety.org/gallery/</link>
<description>sebcesoir's gallery of images</description>
<language>en-us</language>
<ttl>120</ttl>
	<item>
	<title>Gatcha-Z</title>
	<link>http://sebcesoir.cgsociety.org/gallery/541677</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/23885/23885_1190204505_small.jpg"><br><br>I was working on this character during the beta of zbrush 3, but I didn't end up to anything good...<br />
I wanted to do a second try and it went better! I didnt't expect to take so much time inddeed...<br />
I wanted to do some king of modern version of the Gatchaman character.<br />
The low res mesh were done in max, sculpted/ textured/ composited in zbrush.<br />
A bit of photoshoping to add a subtil glow, tweak a bit the levels.<br />
<br />
Here's the non textured version straight out from zbrush<br />
http://sebleg.free.fr/2007/grey%20compo%20copy.jpg<br />
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	</description>
	<pubDate>Wed, 19 Sep 2007 12:22:13 +0000</pubDate>
	</item>
	<item>
	<title>Zbrush 3 character2</title>
	<link>http://sebcesoir.cgsociety.org/gallery/494743</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/23885/23885_1178777382_small.jpg"><br><br>Here's another character I did for zbrush 3 beta testing.<br />
The purpose was to build a small pipeline with layers to retrieve skinpores on several models.<br />
You can see a realtime rendering on my website:<br />
(10 megs mov)<br />
<br />
http://sebleg.free.fr/2007/sebcesoir_character_1.mov<br />
<br />
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	</description>
	<pubDate>Thu, 10 May 2007 06:09:43 +0000</pubDate>
	</item>
	<item>
	<title>Zbrush 3 Robocop (360 viewport rendering)</title>
	<link>http://sebcesoir.cgsociety.org/gallery/493902</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/23885/23885_1178594434_small.jpg"><br><br>Here's a new work I realised for Zbrush 3 beta testing : the famous Robocop.<br />
The aim was to play with subtools (here, more than 10...), test the mechanical sculpting, and try to achieve the best rendering inside the viewport, in realtime, using the new advanced shaders.<br />
<br />
The head was extracted from a classical low res sculpted geometry. For the mechanical parts, very low res elements were exported from max, then subdivided in zbrush, worked in projection master to add all the details.<br />
I found that this workflow was extremely efficient to work complex mechanical objects in zbrush.<br />
The painting was done in direct 3d, inside zbrush.<br />
<br />
The new realtime shaders are simply awsome..<br />
Based on photos they are able to simulate hdr rendering...<br />
<br />
Here's a 360 directly generated from the viewport:<br />
http://sebleg.free.fr/2007/Robocop1_360.mov<br />
<br />
Here's also a clay render that higlights the sculpt work:<br />
http://sebleg.free.fr/2007/roboclay.jpg<br />
<br />
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	</description>
	<pubDate>Tue, 08 May 2007 03:20:37 +0000</pubDate>
	</item>
	<item>
	<title>Richard3</title>
	<link>http://sebcesoir.cgsociety.org/gallery/436554</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/23885/23885_1165080750_small.jpg"><br><br>This character was done for an hostage of the game Rainbow six vegas. It was supposed to be only for reealtime purpose, but considering I found it cool, I decided to push a bit the high res render ( done in zbrush).<br />
A generic base mesh (done in max) is used as bas, then sculpted in very high res to rech skinpores details.<br />
There's no specular map in zbrush, all the skin texture comes from the micro details and the shader.<br />
 <br />
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	</description>
	<pubDate>Sat, 02 Dec 2006 17:32:33 +0000</pubDate>
	</item>
	<item>
	<title>Z-Carrier Crew</title>
	<link>http://sebcesoir.cgsociety.org/gallery/405213</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/23885/23885_1158280539_small.jpg"><br><br>I wanted to do a complex head, with maximum details like gears, fabrics, seams etc...<br />
A carrier crew offered me the possibility to push cloth details extremly far, and an interesting mix with mechanics details for the headphones attach and microphone.<br />
The low res mesh of the head is done in max, and sculpted in high resolution in zbrush, mechanic parts are from max too.<br />
The textures were done on zbrush, same for the rendering, using 7 differents shader.<br />
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	</description>
	<pubDate>Fri, 15 Sep 2006 00:35:42 +0000</pubDate>
	</item>
	<item>
	<title>Nurenda (woman Head)</title>
	<link>http://sebcesoir.cgsociety.org/gallery/284046</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/23885/23885_1128794593_small.jpg"><br><br>Fater some fun sculpting semi organic stuffs in zbrush, I'm back to my firt loves : characters.<br />
Here's Nurenda. I wanted to show on my private book an picture with the quality I actually produce for profesionnal works.<br />
The base mesh is made in Maya, with drafty shape but cleanest topology as possible.<br />
I've imported it in zbrush, to improve the shape.<br />
The I import/export the new mesh for UV's tweaking.<br />
Then I refined the head shaped, then worked on the texture.<br />
Finally, I achived the high precision sculpting in zbrush (7 levels, 2339393 Polys), and I did the render in it.<br />
Compositing, tweaking (hairs) and color adjust was complete in photoshop.<br />
I'll post soon the zbrush model.<br />
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	</description>
	<pubDate>Sat, 08 Oct 2005 18:03:16 +0000</pubDate>
	</item>
	<item>
	<title>Nurenda Sculpt</title>
	<link>http://sebcesoir.cgsociety.org/gallery/359926</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/23885/23885_1148165120_small.jpg"><br><br>]]>
	</description>
	<pubDate>Sat, 20 May 2006 22:45:23 +0000</pubDate>
	</item>
	<item>
	<title>Lord Marshall</title>
	<link>http://sebcesoir.cgsociety.org/gallery/306463</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/23885/23885_1136244351_small.jpg"><br><br>I've discovered Chronicles of riddick only recently. I was very well surpised by this movie, almost by the designs choice adopted. I specially liked the design of the character and particulary Lord Marshal.<br />
Loving armors and sculpting, I decided to try to redo it in zbrush. Only doing a bust, I choosed to avoid separated arms and pieces, so all the model is sculpted in one uniform block. All the alplha were generated inside zbrush and re-used to stamp the final armor. All the details, skinpore, micro wrinkles, bumps are sculpt without any bumpmap.<br />
The rendering is done 100% in zbrush<br />
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	</description>
	<pubDate>Mon, 02 Jan 2006 23:25:53 +0000</pubDate>
	</item>
	<item>
	<title>Mystic</title>
	<link>http://sebcesoir.cgsociety.org/gallery/205195</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/23885/23885_1106696043_small.jpg"><br><br>This is a tribute to Brian froud and one of the greatest filmever made.<br />
90% of the work is zbrush native, the model is a zsphere base, sculpted patiently, textured in zbrush, and multi shaded. I took my time to prepare 5 shaders to renders the differents part of the creature (armor, clothes, skin, eyes and runes).<br />
I finished the work in phothsop by adding the background, reinforce some shadows, and adjuct colors to have this dirty/sepia tones.<br />
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	</description>
	<pubDate>Tue, 25 Jan 2005 23:34:08 +0000</pubDate>
	</item>
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