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	<title>Vishka Studio Blog &#187; Reza Ramezani</title>
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	<link>http://www.vishka.com/blog</link>
	<description>CG animation, portfolio, pipeline and production blog</description>
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		<title>Ghobad the Persian Warrior Archer</title>
		<link>http://www.vishka.com/blog/modeling/ghobad-the-persian-warrior-archer</link>
		<comments>http://www.vishka.com/blog/modeling/ghobad-the-persian-warrior-archer#comments</comments>
		<pubDate>Mon, 09 Nov 2009 21:32:58 +0000</pubDate>
		<dc:creator>Reza Ghobady</dc:creator>
				<category><![CDATA[Modeling]]></category>
		<category><![CDATA[3D modeling]]></category>
		<category><![CDATA[CG production]]></category>
		<category><![CDATA[CG warrior]]></category>
		<category><![CDATA[character design]]></category>
		<category><![CDATA[Faraz Shanyar]]></category>
		<category><![CDATA[Persian CG]]></category>
		<category><![CDATA[persian mythological character]]></category>
		<category><![CDATA[Persian soldier]]></category>
		<category><![CDATA[persian warrior]]></category>
		<category><![CDATA[pixologic]]></category>
		<category><![CDATA[Reza Ramezani]]></category>
		<category><![CDATA[Zbrush]]></category>
		<category><![CDATA[Zbrush 3.5]]></category>

		<guid isPermaLink="false">http://www.vishka.com/blog/?p=581</guid>
		<description><![CDATA[This is our latest Persian Warrior character in a series of four. Ghobad is the leader of the group and what he lacks in strength and brute force compared to the other warriors he makes up for it using his cunning wits and his excellent marksmanship.]]></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/ghobad_blog.png"/>
<p>This is our latest Persian Warrior character in a series of four. Ghobad is the leader of the group and what he lacks in strength and brute force compared to the other warriors he makes up for it using his cunning wits and his excellent marksmanship.<span id="more-581"></span></p>
<div class="wp-caption alignnone" style="width: 442px"><a title="Ghobad model 01" href="http://www.vishka.com/blog/wp-content/gallery/game-character-models/ghobad_model01.jpg" rel="lightbox[581]"><img class="ngg-singlepic ngg-center" style="border: 3px solid black; margin: 2px;" title="Ghobad model 01" src="http://www.vishka.com/blog/wp-content/gallery/game-character-models/ghobad_model01.jpg" alt="ghobad_model01" width="432" height="324" /></a><p class="wp-caption-text">Ghobad model 01</p></div>
<p>The model is done by Reza Ramezani using Zbrush 3.1, based on a concept by Faraz Shanyar and it has taken about 36 hours so far for the model alone. We still haven’t moved to Zbrush 3.5 yet but with all the fabulous features it has, we won’t be resisting long. For those of you interested you can read more about some of its greatest features such as <a href="http://www.pixologic.com/zbrush/features/03_ZSpheres/">Zspheres II and Zsketch</a> on the pixologic website.</p>
<div class="wp-caption alignnone" style="width: 442px"><a title="Gobad model 02" href="http://www.vishka.com/blog/wp-content/gallery/game-character-models/ghobad_model02.jpg" rel="lightbox[581]"><img class="ngg-singlepic ngg-center " style="border: 3px solid black; margin: 2px;" title="Gobad model 02" src="http://www.vishka.com/blog/wp-content/gallery/game-character-models/ghobad_model02.jpg" alt="ghobad_model02" width="432" height="324" /></a><p class="wp-caption-text">Gobad model 02</p></div>
<p>We will post the shaded and rendered model in future posts on our blog as well as on our <a title="Our CG Portfolio Gallery and Blog" href="http://rezaghobady.cgsociety.org/">CG Portfolio</a> page.</p>
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		<series:name><![CDATA[Game Character Models]]></series:name>
	</item>
		<item>
		<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>
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<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 />
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		<series:name><![CDATA[Game Character Models]]></series:name>
	</item>
		<item>
		<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>
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