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	<title>Vishka Studio Blog &#187; Shading</title>
	<atom:link href="http://www.vishka.com/blog/category/shading/feed" rel="self" type="application/rss+xml" />
	<link>http://www.vishka.com/blog</link>
	<description>CG animation, portfolio, pipeline and production blog</description>
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		<title>Superhero Tutorial</title>
		<link>http://www.vishka.com/blog/lighting/superhero-tutorial</link>
		<comments>http://www.vishka.com/blog/lighting/superhero-tutorial#comments</comments>
		<pubDate>Thu, 19 Nov 2009 10:39:13 +0000</pubDate>
		<dc:creator>Reza Ghobady</dc:creator>
				<category><![CDATA[Lighting]]></category>
		<category><![CDATA[Modeling]]></category>
		<category><![CDATA[Rendering]]></category>
		<category><![CDATA[Shading]]></category>
		<category><![CDATA[Captain America]]></category>
		<category><![CDATA[CGNetworks]]></category>
		<category><![CDATA[CGSociety]]></category>
		<category><![CDATA[Jeff Miller]]></category>
		<category><![CDATA[superhero]]></category>

		<guid isPermaLink="false">http://www.vishka.com/blog/?p=613</guid>
		<description><![CDATA[Head over to CGNetworks to see a great modeling and shading tutorial by Jeff Miller. Although the tutorial doesn't get into all details it is still extremely educational and fun and shows us just how a professional like him works and produces his works of art; and art it is! Just observe the level of attention to detail and the artistic vision that has gone into this piece and you'll understand why the tutorial is so simple and easy to follow.]]></description>
			<content:encoded><![CDATA[<div class="socialize-in-content" style="float:left;"></div><img src="http://www.vishka.com/blog/wp-content/gallery/concept-x/superhero_blog.png"/>
<p>Head over to <a href="http://features.cgsociety.org/">CGSociety</a> to see a great modeling and shading <a href="http://features.cgsociety.org/story_custom.php?story_id=5346&amp;page=1">tutorial</a> by <a href="http://www.thenewred.com/">Jeff Miller</a>. Although the tutorial doesn’t get into all details it is still extremely educational and fun and shows us just how a professional like him works and produces his works of art; and art it is! Just observe the level of attention to detail and the artistic vision that has gone into this piece and you’ll understand why the tutorial is so simple and easy to follow.<span id="more-613"></span></p>
<p>It’s like watching a champion skater gliding on the ice and the feeling we get that we can do exactly the same thing. Well kids, don’t try this at home!!</p>
<p>Just kidding, but you’ll need a lot of experience and creative juices to make such a character and all of that in <span style="color: #993300;">1 WEEK!!! <span style="color: #000000;">Just goes to show all of us how fast we should be able to work.</span><br />
</span></p>
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		<title>Kaam game character finalized</title>
		<link>http://www.vishka.com/blog/lighting/kaam-game-character-finalized</link>
		<comments>http://www.vishka.com/blog/lighting/kaam-game-character-finalized#comments</comments>
		<pubDate>Tue, 13 Oct 2009 15:04:34 +0000</pubDate>
		<dc:creator>Reza Ghobady</dc:creator>
				<category><![CDATA[Lighting]]></category>
		<category><![CDATA[Rendering]]></category>
		<category><![CDATA[Shading]]></category>
		<category><![CDATA[Kaam]]></category>
		<category><![CDATA[Persia]]></category>
		<category><![CDATA[Persian]]></category>
		<category><![CDATA[persian mythological character]]></category>
		<category><![CDATA[persian warrior]]></category>
		<category><![CDATA[Zbrush]]></category>

		<guid isPermaLink="false">http://www.vishka.com/blog/?p=554</guid>
		<description><![CDATA[Following our last post concerning the modeling of our character called Armin, this is another character from the Persian Warrior series of four characters. Kaam is a ruthless giant who is at a head and neck taller than the other warriors and brandishes a huge sword with golden engravings. He is of royal descent but has become a soldier of fortune after years and years of war and fighting.]]></description>
			<content:encoded><![CDATA[<div class="socialize-in-content" style="float:left;"></div><img src="http://www.vishka.com/blog/wp-content/gallery/concept-x/kaam_blog.png"/>
<p style="text-align: left;">Following our last post concerning the modeling of our character called <a title="Armin game character finalized" href="http://www.vishka.com/blog/lighting/armin-game-character-finalized">Armin</a>, this is another character from the Persian Warrior series of four characters. Kaam is a ruthless giant who is at a head and neck taller than the other warriors and brandishes a huge sword with golden engravings. He is of royal descent but has become a soldier of fortune after years and years of war and fighting.</p>
<p style="text-align: left;">This character was modeled, shaded and rendered by Bahram Najand using 3DMax 2009 and ZBrush 3.1 based on concepts by <a title="Game character concept designs" href="http://www.vishka.com/blog/nggallery/page-251/album-6/gallery-40">Faraz Shanyar</a>.<span id="more-554"></span></p>
<div class="mceTemp mceIEcenter" style="text-align: center;">
<dl class="wp-caption aligncenter" style="width: 152px;">
<dt class="wp-caption-dt"><a title="Kaam warrior character concept" href="http://www.vishka.com/blog/wp-content/gallery/game-character-concepts/kam02.jpg" rel="lightbox[554]"><img class="ngg-singlepic ngg-center    " style="border: 3px solid black; margin-top: 2px; margin-bottom: 2px;" title="Kaam warrior character concept" src="http://www.vishka.com/blog/wp-content/gallery/game-character-concepts/kam02.jpg" alt="Kaam concept" width="142" height="336" /></a></dt>
<dd class="wp-caption-dd">Kaam warrior character concept</dd>
</dl>
</div>
<table style="text-align: center;" border="1" cellpadding="5" align="center">
<tbody>
<tr>
<td>
<p><div class="wp-caption alignnone" style="width: 442px"><a title="Kaam the Persian Warrior Closeup" href="http://www.vishka.com/blog/wp-content/gallery/game-character-models/kaam_closeup_small.jpg" rel="lightbox[554]"><img class="ngg-singlepic ngg-center" style="border: 3px solid black; margin: 2px;" title="Kaam the Persian Warrior Closeup" src="http://www.vishka.com/blog/wp-content/gallery/game-character-models/kaam_closeup_small.jpg" alt="kaam_closeup_small" width="432" height="243" /></a><p class="wp-caption-text">Kaam the Persian Warrior Closeup</p></div></td>
</tr>
<tr>
<td>
<p><div class="wp-caption alignnone" style="width: 442px"><a title="Kaam the Persian Warrior" href="http://www.vishka.com/blog/wp-content/gallery/game-character-models/kaam_small.jpg" rel="lightbox[554]"><img class="ngg-singlepic ngg-center" style="border: 3px solid black; margin: 2px;" title="Kaam the Persian Warrior" src="http://www.vishka.com/blog/wp-content/gallery/game-character-models/kaam_small.jpg" alt="kaam_small" width="432" height="243" /></a><p class="wp-caption-text">Kaam the Persian Warrior</p></div></td>
</tr>
</tbody>
</table>
<p style="text-align: left;">We decided to bring low-rez geometry from ZBrush into Max and use displacement maps since the mesh was rather heavy and some of the finer details of the clothing and armour would make the task of importing hi-rez geometry almost impossible.</p>
<p style="text-align: left;">We bumped into a lot of problems with exporting ZBrush displacements and fine-tuning them for render and we later had to use a hybrid approach where we used some meshes as hi-rez and others were rendered using displacement maps.</p>
<div class="mceTemp mceIEcenter" style="text-align: center;">
<dl class="wp-caption aligncenter" style="width: 298px;">
<dt class="wp-caption-dt"><a title="Kaam warrior ZBrush model" href="http://www.vishka.com/blog/wp-content/gallery/game-character-models/ch_kaam_220909_04.jpg" rel="lightbox[554]"><img class="ngg-singlepic ngg-center " style="border: 3px solid black; margin: 2px;" title="Kaam warrior ZBrush model" src="http://www.vishka.com/blog/wp-content/gallery/game-character-models/ch_kaam_220909_04.jpg" alt="kaam_model2" width="288" height="216" /></a></dt>
<dd class="wp-caption-dd">Kaam warrior ZBrush model</dd>
</dl>
</div>
<p style="text-align: center;">
<p style="text-align: left;">A few tests we did with <a title="Zbrush 3.5 Release 2 is out!" href="http://www.vishka.com/blog/general/zbrush-3-5-release-2-is-out">ZBrush 3.5</a> proved that it was much more adept at exporting and making use of displacement maps but we decided against switching application in the middle of production in order to avoid any more problematic issues.</p>
<p style="text-align: left;">Call it a hunch or call it experience, but I would seriously advise against switching to a newer version of any application in the middle of production work since it has always caused me serious headaches.</p>
<p style="text-align: left;">Due to the heavy displacements in this model the rendering took much longer and each frame took 23 minutes on Quad core CPU with 4 Gigs of RAM. We rendered beauty, reflection, specular, ambient occlusion, depth and ObjectID (used to separate layers in composite) passes and composited them using Fusion 5.3.</p>
<p style="text-align: left;">The next step in the process is to model the two remaining models, Chinoka and Ghob, which you can see in the 3d models galleries and bring the four characters together in a final render.</p>
<p style="text-align: left;">We are also thinking of creating an environment in Vue 7 and placing the characters in it to test this workflow also.</p>
<p style="text-align: left;">Any comments and feedback would be highly appreciated.</p>
<p style="text-align: left;">
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		<title>Armin game character finalized</title>
		<link>http://www.vishka.com/blog/lighting/armin-game-character-finalized</link>
		<comments>http://www.vishka.com/blog/lighting/armin-game-character-finalized#comments</comments>
		<pubDate>Sun, 04 Oct 2009 05:30:41 +0000</pubDate>
		<dc:creator>Reza Ghobady</dc:creator>
				<category><![CDATA[Lighting]]></category>
		<category><![CDATA[Rendering]]></category>
		<category><![CDATA[Shading]]></category>
		<category><![CDATA[Armin]]></category>
		<category><![CDATA[cg character]]></category>
		<category><![CDATA[Composite]]></category>
		<category><![CDATA[game character]]></category>
		<category><![CDATA[persian mythological character]]></category>
		<category><![CDATA[persian warrior]]></category>
		<category><![CDATA[render pass]]></category>
		<category><![CDATA[Reza Ghobady]]></category>
		<category><![CDATA[Reza Ramezani]]></category>
		<category><![CDATA[sss]]></category>
		<category><![CDATA[sub-surface shading]]></category>
		<category><![CDATA[Vray]]></category>
		<category><![CDATA[vray sss]]></category>

		<guid isPermaLink="false">http://www.vishka.com/blog/?p=515</guid>
		<description><![CDATA[This is a model we created for our portfolio. These were intended to be game characters but we finally decided to create full-fledged meshes for them. Armin is one of a group of four Persian warriors and friends with special skills and weapons and we hope that we can show you some animations in the near future.]]></description>
			<content:encoded><![CDATA[<div class="socialize-in-content" style="float:left;"></div><p>As promised in the latest <a title="Armin game character 3d model" href="http://www.vishka.com/blog/concepts/armin-game-character-3d-model">post </a>of this series , here is the final model of our game character called Armin, a mythical Persian warrior who clobbers his enemies with his two gigantic maces.</p>
<p>This character was modeled and shaded by Reza Ramezani using 3DMax 2009 and ZBrush 3.1based on concepts by <a title="Game character concept designs" href="http://www.vishka.com/blog/nggallery/page-251/album-6/gallery-40">Faraz Shanyar</a>.</p>
<div class="wp-caption aligncenter" style="width: 298px"><a title="Armin warrior character concept" href="http://www.vishka.com/blog/wp-content/gallery/game-character-concepts/armin_persp.jpg" rel="lightbox[515]"><img class="ngg-singlepic ngg-center " style="border: 3px solid black; margin-top: 2px; margin-bottom: 2px;" title="Armin warrior character concept" src="http://www.vishka.com/blog/wp-content/gallery/game-character-concepts/armin_persp.jpg" alt="armin_persp" width="288" height="288" /></a><p class="wp-caption-text">Armin warrior character concept</p></div>
<table border="1" align="center">
<tbody>
<tr>
<td>
<div class="wp-caption alignnone" style="width: 240px"><a title="Armin final closeup" href="http://www.vishka.com/blog/wp-content/gallery/game-character-models/armin_closeup_final_comp0000.jpg" rel="lightbox[515]"><img class="ngg-singlepic ngg-center    " style="border: 3px solid black; margin: 5px;" title="Armin final closeup" src="http://www.vishka.com/blog/wp-content/gallery/game-character-models/armin_closeup_final_comp0000.jpg" alt="armin_closeup_final_comp0000" width="230" height="130" /></a><p class="wp-caption-text">Armin final closeup</p></div></td>
<td>
<p><div class="wp-caption alignnone" style="width: 240px"><a title="Armin final model" href="http://www.vishka.com/blog/wp-content/gallery/game-character-models/armin_final_comp0000.jpg" rel="lightbox[515]"><img class="ngg-singlepic ngg-center  " style="border: 3px solid black; margin: 5px;" title="Armin final model" src="http://www.vishka.com/blog/wp-content/gallery/game-character-models/armin_final_comp0000.jpg" alt="armin_final_comp0000" width="230" height="130" /></a><p class="wp-caption-text">Armin final model</p></div></td>
</tr>
</tbody>
</table>
<p>The model was textured in Photoshop and rendered using Vray and the whole process took approximately eight working days (we weren’t working on it full time). Most of the process was pretty straightforward except a few problems we had with Vray’s sub-surface scattering material. We were trying to obtain a rather realistic but at the same time stylized look for the skin of the character but we kept bumping into limitations on this shader.</p>
<p><div class="wp-caption aligncenter" style="width: 298px"><a title="Armin warrior ZBrush model" href="http://www.vishka.com/blog/wp-content/gallery/game-character-models/armin_model2.jpg" rel="lightbox[515]"><img class="ngg-singlepic ngg-center " style="border: 3px solid black; margin: 2px;" title="Armin warrior ZBrush model" src="http://www.vishka.com/blog/wp-content/gallery/game-character-models/armin_model2.jpg" alt="armin_model2" width="288" height="216" /></a><p class="wp-caption-text">Armin warrior ZBrush model</p></div>
<p style="text-align: center;">
<p>We had never done sub-surface shading in Vray before and we didn’t have any detailed documentation on the workings of the sss shader so we tried all the parameters and finally decided to use a blend material with the sss shader in one slot and a vray material with the paint map in the other. It worked pretty well and we reached 80% of the result we were trying to achieve and decided to add the rest in post. To do this we rendered another layer of skin using Mental Ray’s Fast Skin shader which gave a very good result and we added this to our character in our Fusion comp.</p>
<p>Here you can see some of the texture maps we used for this model:</p>
<div class="wp-caption alignnone" style="width: 394px"><a title="Some of Armin's textures" href="http://www.vishka.com/blog/wp-content/gallery/misc/armin_textures.jpg" rel="lightbox[515]"><span style="color: #993300;"><img class="ngg-singlepic ngg-center" style="border: 3px solid black; margin: 2px;" title="Some of Armin's textures" src="http://www.vishka.com/blog/wp-content/gallery/misc/armin_textures.jpg" alt="armin_textures" width="384" height="288" /></span></a><p class="wp-caption-text">Some of Armin’s textures</p></div>
<p>And the lighting of the scene which consisted of two spot lights, one acting as a key light and the other acting as a rim light. The rest was environment lighting and environment maps.</p>
<div class="wp-caption alignnone" style="width: 386px"><a title="Armin scene lighting setup" href="http://www.vishka.com/blog/wp-content/gallery/misc/armin_lighting.jpg" rel="lightbox[515]"><span style="color: #993300;"><img class="ngg-singlepic ngg-center" style="border: 3px solid black; margin: 2px;" title="Armin scene lighting setup" src="http://www.vishka.com/blog/wp-content/gallery/misc/armin_lighting.jpg" alt="armin_lighting" width="376" height="216" /></span></a><p class="wp-caption-text">Armin scene lighting setup</p></div>
<p>Here you have a screenshot of our render settings but we didn’t really fine-tune these since the render was pretty fast and we were getting a decent result:</p>
<div class="wp-caption alignnone" style="width: 448px"><a title="Armin's Vray render settings" href="http://www.vishka.com/blog/wp-content/gallery/misc/armin_rendersettings.jpg" rel="lightbox[515]"><span style="color: #993300;"><img class="ngg-singlepic ngg-center" style="border: 3px solid black; margin: 2px;" title="Armin's Vray render settings" src="http://www.vishka.com/blog/wp-content/gallery/misc/armin_rendersettings.jpg" alt="armin_rendersettings" width="438" height="252" /></span></a><p class="wp-caption-text">Armin’s Vray render settings</p></div>
<p><span style="color: #993300;"><span style="color: #000000;">These are some of the render passes we used to composite this image. We hope we’ll have the time to rig and animate this character pretty soon and we will give you an update on that as soon as it’s available.</span></span></p>
<div class="wp-caption alignnone" style="width: 394px"><a title="Armin render passes" href="http://www.vishka.com/blog/wp-content/gallery/misc/armin_passes.jpg" rel="lightbox[515]"><img class="ngg-singlepic ngg-center" style="border: 3px solid black; margin: 2px;" title="Armin render passes" src="http://www.vishka.com/blog/wp-content/gallery/misc/armin_passes.jpg" alt="armin_passes" width="384" height="307" /></a><p class="wp-caption-text">Armin render passes</p></div>
<p><span style="color: #993300;"><br />
</span></p>
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		<series:name><![CDATA[Game Character Models]]></series:name>
	</item>
		<item>
		<title>Aladdin flying on the ghoul’s back</title>
		<link>http://www.vishka.com/blog/concepts/aladdin-flying-on-the-ghouls-back</link>
		<comments>http://www.vishka.com/blog/concepts/aladdin-flying-on-the-ghouls-back#comments</comments>
		<pubDate>Fri, 18 Sep 2009 05:30:06 +0000</pubDate>
		<dc:creator>Reza Ghobady</dc:creator>
				<category><![CDATA[Concepts]]></category>
		<category><![CDATA[Modeling]]></category>
		<category><![CDATA[Rendering]]></category>
		<category><![CDATA[Shading]]></category>
		<category><![CDATA[3D modeling]]></category>
		<category><![CDATA[3D shading]]></category>
		<category><![CDATA[CG production]]></category>
		<category><![CDATA[character design]]></category>
		<category><![CDATA[E-On Software]]></category>
		<category><![CDATA[environment lighting]]></category>
		<category><![CDATA[Faraz Shanyar]]></category>
		<category><![CDATA[Iran animation]]></category>
		<category><![CDATA[Lighting]]></category>
		<category><![CDATA[theme park]]></category>
		<category><![CDATA[Theme Park Dark Ride Design]]></category>
		<category><![CDATA[Vue 7]]></category>

		<guid isPermaLink="false">http://www.vishka.com/blog/?p=356</guid>
		<description><![CDATA[This is one of our concepts created by Faraz Shanyar for our Dark Ride project. We are currently creating it in 3D and in a rather large format as a still image and we shall give you updates as soon as we get them. The Aladdin and the Ghoul 3d models are ready and just [...]]]></description>
			<content:encoded><![CDATA[<div class="socialize-in-content" style="float:left;"></div><div class="mceTemp">This is one of our concepts created by Faraz Shanyar for our Dark Ride project.</div>
<div class="mceTemp">We are currently creating it in 3D and in a rather large format as a still image and we shall give you updates as soon as we get them.</div>
<div class="wp-caption alignnone" style="width: 490px"><a title="Aladdin and the Princess riding on the Ghoul's back" href="http://www.vishka.com/blog/wp-content/gallery/aladdindarkrideenvconcepts/08_aladdin_scene.jpg" rel="lightbox[356]"><img class="ngg-singlepic ngg-none" style="border: 3px solid black; margin: 2px;" title="Aladdin and the Magic Lantern" src="http://www.vishka.com/blog/wp-content/gallery/aladdindarkrideenvconcepts/08_aladdin_scene.jpg" alt="08_aladdin_scene" width="480" height="320" /></a><p class="wp-caption-text">Aladdin and the Princess riding on the Ghoul’s back</p></div>
<p>The Aladdin and the Ghoul 3d models are ready and just need to be posed for this image. Since it would take too long to rig and envelope these characters we have decided to use ZBrush to set their poses and then import them into Vue 7 XStream. We’ll give you more updates on our process and the results in the future. Thanks for staying with us.</p>
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		<series:name><![CDATA[Theme Park Dark Ride Design]]></series:name>
	</item>
		<item>
		<title>Samand automobile render</title>
		<link>http://www.vishka.com/blog/lighting/samand_render</link>
		<comments>http://www.vishka.com/blog/lighting/samand_render#comments</comments>
		<pubDate>Tue, 15 Sep 2009 05:30:19 +0000</pubDate>
		<dc:creator>Reza Ghobady</dc:creator>
				<category><![CDATA[Lighting]]></category>
		<category><![CDATA[Rendering]]></category>
		<category><![CDATA[Shading]]></category>
		<category><![CDATA[3d auto]]></category>
		<category><![CDATA[3d car]]></category>
		<category><![CDATA[cg auto]]></category>
		<category><![CDATA[cg car]]></category>
		<category><![CDATA[samand]]></category>
		<category><![CDATA[samand cg]]></category>

		<guid isPermaLink="false">http://www.vishka.com/blog/?p=354</guid>
		<description><![CDATA[This is a 3d render of a Samand automobile we did a while back. The model was created by another company and we took care of the environment, the shading, lighting and the final composite.]]></description>
			<content:encoded><![CDATA[<div class="socialize-in-content" style="float:left;"></div><div class="mceTemp">This is a 3d render of a Samand automobile we did a while back.</div>
<div class="mceTemp">The model was created by another company and we took care of the environment, the shading, lighting and the final composite.</div>
<p><span id="more-354"></span></p>
<div class="wp-caption alignnone" style="width: 434px"><a title="Test render of Samand automobile" href="http://www.vishka.com/blog/wp-content/gallery/misc/samand_comp0001.jpg" rel="lightbox[354]"><img class="ngg-singlepic ngg-none  " style="border: 3px solid black;" title="Samand Automobile 3D" src="http://www.vishka.com/blog/wp-content/gallery/misc/samand_comp0001.jpg" alt="Samand automobile render" width="424" height="300" /></a><p class="wp-caption-text">Test Render of Samand Automobile</p></div>
<p><span id="hwContLayer" style="background: none repeat scroll 0% 0% gray; overflow: auto ! important; position: absolute; left: 0px; top: 0px; width: 5px; height: 100%; z-index: 10000000; opacity: 0; font-weight: bold ! important; font-size: medium ! important; font-style: normal ! important;"> </span></p>
<div class="wp-caption alignnone" style="width: 471px"><a title="Some other renders of Samand Automobile" href="http://www.vishka.com/blog/wp-content/gallery/misc/samand_comp0002.jpg" rel="lightbox[354]"><img class="ngg-singlepic ngg-none     " style="border: 3px solid black; margin: 2px;" title="Samand Automobile 3D" src="http://www.vishka.com/blog/wp-content/gallery/misc/samand_comp0002.jpg" alt="Samand automobile render" width="461" height="184" /></a><p class="wp-caption-text">Some other renders of Samand Automobile</p></div>
<p><span id="hwContLayer" style="background: none repeat scroll 0% 0% gray; overflow: auto ! important; position: absolute; left: 0px; top: 0px; width: 5px; height: 100%; z-index: 10000000; opacity: 0; font-weight: bold ! important; font-size: medium ! important; font-style: normal ! important;"> </span></p>
<div class="wp-caption alignnone" style="width: 434px"><a href="http://www.vishka.com/blog/wp-content/gallery/misc/samand_comp_render0001.JPG" title="Samand Automobile 3D" rel="lightbox[354]"><img class="ngg-singlepic ngg-none " style="border: 3px solid black;" title="Samand Automobile 3D" src="http://www.vishka.com/blog/wp-content/gallery/misc/samand_comp_render0001.JPG" alt="Samand automobile render" width="424" height="300" /></a><p class="wp-caption-text">Final Render of Samand Automobile</p></div>
<p><span id="hwContLayer" style="background: none repeat scroll 0% 0% gray; overflow: auto ! important; position: absolute; left: 0px; top: 0px; width: 5px; height: 100%; z-index: 10000000; opacity: 0; font-weight: bold ! important; font-size: medium ! important; font-style: normal ! important;"> </span>
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		<title>Hairy Wolf</title>
		<link>http://www.vishka.com/blog/lighting/hairy-wolf</link>
		<comments>http://www.vishka.com/blog/lighting/hairy-wolf#comments</comments>
		<pubDate>Sun, 19 Oct 2008 10:11:32 +0000</pubDate>
		<dc:creator>Reza Ghobady</dc:creator>
				<category><![CDATA[Lighting]]></category>
		<category><![CDATA[Modeling]]></category>
		<category><![CDATA[Rendering]]></category>
		<category><![CDATA[Shading]]></category>
		<category><![CDATA[3D modeling]]></category>
		<category><![CDATA[cartoon wolf]]></category>
		<category><![CDATA[hair]]></category>
		<category><![CDATA[hairy wolf]]></category>
		<category><![CDATA[Reza Ramezani]]></category>
		<category><![CDATA[stylized wolf]]></category>
		<category><![CDATA[XSI fur]]></category>
		<category><![CDATA[XSI hair]]></category>
		<category><![CDATA[Zbrush]]></category>

		<guid isPermaLink="false">http://www.vishka.com/?p=182</guid>
		<description><![CDATA[This is the first model that was worked on in our hairy animals production tests. The character was modeled in XSI and ZBrush by Reza Ramezani. The hair was also worked by Reza Ramezani using XSI hair. Texturing was done using ZBrush and Photoshop. You can see some more snapshots and renders in the galleries [...]]]></description>
			<content:encoded><![CDATA[<div class="socialize-in-content" style="float:left;"></div><div class="wp-caption alignnone" style="width: 450px"><a title="Hair 3d wolf" href="http://www.vishka.com/blog/wp-content/gallery/animalmodels/wolf2.jpg" rel="lightbox[182]"><img class="ngg-singlepic ngg-center" style="border: 3px solid black; margin: 2px;" title="Hair 3d wolf" src="http://www.vishka.com/blog/wp-content/gallery/animalmodels/wolf2.jpg" alt="wolf2" width="440" height="330" /></a><p class="wp-caption-text">Hair 3d wolf</p></div>
<p>This is the first model that was worked on in our hairy animals production tests. The character was modeled in XSI and ZBrush by Reza Ramezani.</p>
<p>The hair was also worked by Reza Ramezani using XSI hair. Texturing was done using ZBrush and Photoshop.</p>
<p>You can see some more snapshots and renders in the <a href="http://www.vishka.com/blog/nggallery/page-253/album-7/gallery-37">galleries</a> sections. The render is done in XSI 6.5 using Mental Ray and takes a LOT of time.</p>
<p><span id="more-182"></span></p>
<p>I even made a test render on a quad CPU with 4 Gigs of RAM and a 64 bit XSI but it still took very long. I’m not sure but it seemed as if hair in XSI 6.5 doesn’t use any of the 64 bit capabilities of the application. Most of the passes rendered very quickly on this system but the hair pass took almost as long as the tests on other 32 bit systems. This is one point I’m going to investigate further but if anyone has any suggestions they would be very welcome.</p>
<p>We are currently working on the rigging and animation and will post some updates soon.</p>
<p style="text-align: left;">
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		<item>
		<title>Characters’ Shading</title>
		<link>http://www.vishka.com/blog/rendering/characters-shading</link>
		<comments>http://www.vishka.com/blog/rendering/characters-shading#comments</comments>
		<pubDate>Sun, 19 Aug 2007 10:01:28 +0000</pubDate>
		<dc:creator>Reza Ghobady</dc:creator>
				<category><![CDATA[Rendering]]></category>
		<category><![CDATA[Shading]]></category>
		<category><![CDATA[3D shading]]></category>
		<category><![CDATA[Baran short film]]></category>
		<category><![CDATA[CG production]]></category>
		<category><![CDATA[Iran animation]]></category>
		<category><![CDATA[Lighting]]></category>

		<guid isPermaLink="false">http://www.vishka.biz/?p=37</guid>
		<description><![CDATA[We’ve been really swamped with work so we haven’t been able to make any updates until today. This is a preview of the final shading for the main characters.]]></description>
			<content:encoded><![CDATA[<div class="socialize-in-content" style="float:left;"></div>[SinglePic not found]
<p class="information">We’ve been  really swamped with work so we haven’t been able to make any updates until today.</p>
<p>This is a preview of the final shading for the main characters.
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		<title>Characters’ Shading</title>
		<link>http://www.vishka.com/blog/rendering/characters-shading-2</link>
		<comments>http://www.vishka.com/blog/rendering/characters-shading-2#comments</comments>
		<pubDate>Sun, 19 Aug 2007 10:01:28 +0000</pubDate>
		<dc:creator>Reza Ghobady</dc:creator>
				<category><![CDATA[Rendering]]></category>
		<category><![CDATA[Shading]]></category>
		<category><![CDATA[3D shading]]></category>
		<category><![CDATA[Baran short film]]></category>
		<category><![CDATA[CG production]]></category>
		<category><![CDATA[Iran animation]]></category>
		<category><![CDATA[Lighting]]></category>

		<guid isPermaLink="false">http://www.vishka.biz/?p=37</guid>
		<description><![CDATA[We’ve been really swamped with work so we haven’t been able to make any updates until today. This is a preview of the final shading for the main characters.]]></description>
			<content:encoded><![CDATA[<div class="socialize-in-content" style="float:left;"></div>[SinglePic not found]
<p class="information">We’ve been  really swamped with work so we haven’t been able to make any updates until today.</p>
<p>This is a preview of the final shading for the main characters.
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