<?xml version="1.0" encoding="ISO-8859-1"?>

<rss version="2.0">
<channel>
<title>robertt's CGPortoflio Gallery</title>
<link>http://robertt.cgsociety.org/gallery/</link>
<description>robertt's gallery of images</description>
<language>en-us</language>
<ttl>120</ttl>
	<item>
	<title>Steampunk Captain</title>
	<link>http://robertt.cgsociety.org/gallery/812929</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g17/43717/43717_1254657233_small.jpg"><br><br>This highly stylized project was created and finalized all in Blender and rendered internally using a NPR approach employing some toon shading lines and render nodes.<br />
<br />
Thanks for looking,<br />
<br />
RobertT<br />
]]>
	</description>
	<pubDate>Sun, 04 Oct 2009 06:53:55 +0000</pubDate>
	</item>
	<item>
	<title>Feeling Beautiful</title>
	<link>http://robertt.cgsociety.org/gallery/808917</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g17/43717/43717_1253497235_small.jpg"><br><br>This is one of the most recent images from my &quot;Reflection&quot; series, which examines people and aspects of &quot;the human condition&quot; from a variety of perspectives, artistic styles, and more.<br />
<br />
Some technical notes:<br />
Everything in the image is mesh (42 million render time vertices)<br />
Scene was sculpted and rendered in Blender (internal renderer, no external software post-processing).<br />
<br />
Thank you for viewing my image.<br />
<br />
Have a good week.<br />
<br />
RobertT]]>
	</description>
	<pubDate>Sun, 20 Sep 2009 20:40:37 +0000</pubDate>
	</item>
	<item>
	<title>Time, Through a Flower's Eye</title>
	<link>http://robertt.cgsociety.org/gallery/806592</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g17/43717/43717_1252889372_small.jpg"><br><br>I enjoyed working on this project, especially in attempting to use color and abstraction to visually interpret something as elusive as the passage (or illusion) of time as sensed through the figurative &quot;eye&quot; of a flower.<br />
<br />
Technical note: the image was modeled and rendered in Blender 2.49 (internal render node network, no external software post-processing).<br />
<br />
Thank you for viewing my work.<br />
<br />
RobertT<br />
]]>
	</description>
	<pubDate>Sun, 13 Sep 2009 19:49:35 +0000</pubDate>
	</item>
	<item>
	<title>Peacock</title>
	<link>http://robertt.cgsociety.org/gallery/793281</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g17/43717/43717_1249518238_small.jpg"><br><br>This was a fun project to work on in several respects, foremost the stylization and colors, but also in terms of attempting to portray a different kind of peacock with a slight mechanical yet whimsical twist to the style.<br />
<br />
I hope you enjoy it.<br />
<br />
I created and rendered this in Blender 2.49a.<br />
<br />
Thank you for viewing my image.<br />
<br />
<br />
Take care,<br />
<br />
RobertT<br />
]]>
	</description>
	<pubDate>Wed, 05 Aug 2009 19:24:00 +0000</pubDate>
	</item>
	<item>
	<title>A Florist's Folly</title>
	<link>http://robertt.cgsociety.org/gallery/790214</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g17/43717/43717_1248785310_small.jpg"><br><br>This is one of my most recent creations in Blender.<br />
<br />
It continues in one of the many styles I've been working in for the past several years (as in my recent &quot;Cocoon&quot; piece).<br />
<br />
The title of this somewhat whimsical project is &quot;A Florist's Folly.&quot;<br />
<br />
Technical notes: internal renderer, no external software post-processing on the render.<br />
<br />
Thank you for viewing this image.<br />
<br />
RobertT]]>
	</description>
	<pubDate>Tue, 28 Jul 2009 07:48:31 +0000</pubDate>
	</item>
	<item>
	<title>Cocoon</title>
	<link>http://robertt.cgsociety.org/gallery/788633</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g17/43717/43717_1248349510_small.jpg"><br><br>This is one my latest works in Blender.<br />
<br />
I enjoy creating scenes in a variety of styles in 3D.<br />
<br />
Thank you for taking the time to look at my image, and thank you in advance for any comments.<br />
<br />
Take care, and keep creating.<br />
<br />
RobertT<br />
]]>
	</description>
	<pubDate>Thu, 23 Jul 2009 06:45:11 +0000</pubDate>
	</item>
	<item>
	<title>Sanctum</title>
	<link>http://robertt.cgsociety.org/gallery/782529</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g17/43717/43717_1246829834_small.jpg"><br><br>A spiritual work.<br />
<br />
Technical note:  the scene was rendered in Blender's internal render node network with no external software post-processing.<br />
<br />
Thank you for viewing my image.<br />
<br />
RobertT<br />
]]>
	</description>
	<pubDate>Sun, 05 Jul 2009 16:37:17 +0000</pubDate>
	</item>
	<item>
	<title>Looking Up</title>
	<link>http://robertt.cgsociety.org/gallery/775391</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g17/43717/43717_1245151578_small.jpg"><br><br>About this piece:<br />
<br />
This stylized project is somewhat of a meditation on those less fortunate, who, even in the midst of crumbling situations and challenges of social mobility, can still look and think and ultimately get past all those things and remain hopeful, even optimistic for much better days to come.<br />
<br />
Technical note:<br />
<br />
No external software post-processing was necessary.  This was rendered using Blender's internal renderer.  Some jpeg compression artifacts are present.<br />
<br />
<br />
Thank you for viewing my work.<br />
<br />
RobertT]]>
	</description>
	<pubDate>Tue, 16 Jun 2009 06:26:19 +0000</pubDate>
	</item>
	<item>
	<title>Indoctrination</title>
	<link>http://robertt.cgsociety.org/gallery/505140</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/43717/43717_1181342745_small.jpg"><br><br>I developed this image over the past several evenings as part of a larger stylistically and thematically related series.<br />
<br />
The series (which includes other works of mine such as &quot;Mantra,&quot; &quot;The Emperor's New Vision,&quot; and &quot;Venus di niente&quot;) reflects on different aspects of humanity, such as power, knowledge, and love.<br />
<br />
In this image the concept being explored is &quot;indoctrination.&quot;<br />
<br />
The render is Pure Blender 2.44.<br />
<br />
Thank you for viewing my work,<br />
<br />
RobertT]]>
	</description>
	<pubDate>Fri, 08 Jun 2007 22:45:47 +0000</pubDate>
	</item>
	<item>
	<title>Last of the Memory Shepherds</title>
	<link>http://robertt.cgsociety.org/gallery/675282</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/43717/43717_1221527316_small.jpg"><br><br>I enjoyed developing this character over a week, starting out with a back story I developed and then creating the being poly by poly.<br />
<br />
The Memory Shepherds were the caretakers of all ancestral memories.  Over time and the vast distances of interstellar travel, the Shepherds became fewer.<br />
<br />
Driven from their planet by a supernova, they wandered the galaxy for a home like their own, but there was no such world to be found.<br />
<br />
Still, this, the last of the Shepherds draws courage and inspiration from what was and worries not what will be.  There is only the present and the past, a planet of memories kept alive by thoughts and a purpose to survive.  For what?  For as long as the universe allows.<br />
<br />
Until then, all is not forgotten.<br />
<br />
...<br />
<br />
Some technical details:  This was modeled, sculpted, vertex and texture-painted, displaced, lit, and rendered all in Blender.  The glow is achieved through Blender's internal render node network.  Hair is particle emitter based, hand painted and combed in Blender.  Background elements are 3D as well.  No external post processing was necessary.<br />
<br />
An alternate render and some project views are available at my website.<br />
<br />
I thank you for viewing my work, and I wish you well.<br />
<br />
Take care,<br />
<br />
RobertT]]>
	</description>
	<pubDate>Tue, 16 Sep 2008 01:08:39 +0000</pubDate>
	</item>
	<item>
	<title>Recounting the Dream of the Rood</title>
	<link>http://robertt.cgsociety.org/gallery/733851</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g17/43717/43717_1235440065_small.jpg"><br><br>This project was inspired by the Old English poem, &quot;The Dream of the Rood,&quot; the mystical appearance and voice of the crucifix relating its story.<br />
<br />
In terms of approach, I decided to concentrate on a spiritually personified and highly stylized representation of a portion of the rood and its story, with the emanating visage performing a double role of being the voice of the tree and somewhat a depiction of the subjects the poem meditates on.<br />
<br />
I created this work in Blender 2.48a and achieved the final look using Blender's internal render node network (i.e. no external software post-pro).<br />
<br />
Thank you for viewing my work.<br />
<br />
RobertT]]>
	</description>
	<pubDate>Mon, 23 Feb 2009 19:47:49 +0000</pubDate>
	</item>
	<item>
	<title>Hurricane Season</title>
	<link>http://robertt.cgsociety.org/gallery/684120</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g17/43717/43717_1223816933_small.jpg"><br><br>This piece was partly inspired by recent storms, specifically where there were many people concerned of where the storm's path would go and what the hurricanes might bring or take away.<br />
<br />
So this piece, for me, as I tried to approach it as an artist, in the character depicted here, is somewhat of a meditation on those considerations as well as the human aftermath and determination to rebuild, even if the world as she knows it seems shattered at the moment.<br />
<br />
I also think to the situation the world faces economically at the moment, the figurative storms and very real fears that situation brings yet the need for everyone to remain resolute and hopeful wherever possible, and that thinking also partly influenced this piece.<br />
<br />
On a technical note, this project was approached in a manner similar to earlier pieces of mine, such as &quot;Autumnullified,&quot; where geometry (mesh) was established on a per-face level, then duplicated / scaled / rotated / proportionally edited / sculpted over many iterations to build up what is finally seen here.<br />
<br />
I have described this technique as something like &quot;painting in 3D,&quot; and it very much feels like that as the scene comes together.  It is a work- and geometry-intensive technique, but I particularly enjoy the uncommon (i.e. in the 3D world) result it can lead to when done properly.<br />
<br />
The render itself is pure Blender, no post-processing in any other software.<br />
<br />
Thank you for viewing my creation,<br />
<br />
RobertT<br />
<br />
]]>
	</description>
	<pubDate>Sun, 12 Oct 2008 13:08:55 +0000</pubDate>
	</item>
	<item>
	<title>Life Cycles</title>
	<link>http://robertt.cgsociety.org/gallery/720245</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g17/43717/43717_1232328679_small.jpg"><br><br>This is one of my latest works in Blender.<br />
<br />
The image is called &quot;Life Cycles.&quot;<br />
<br />
Image is provided at 1024x768, so please click / zoom in browser to view completely.<br />
<br />
Some technical notes:<br />
<br />
The project was created, rendered, and finalized all within Blender with no external software post-processing necessary.<br />
<br />
Some technical note: no liquid simulation was used (even though Blender supports that).  The falls were procedurally textured and displaced using Blender's native textures.<br />
<br />
Thank you for taking the time to view my work.<br />
<br />
RobertT]]>
	</description>
	<pubDate>Sun, 18 Jan 2009 19:31:22 +0000</pubDate>
	</item>
	<item>
	<title>The Tiger </title>
	<link>http://robertt.cgsociety.org/gallery/578355</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/43717/43717_1199134222_small.jpg"><br><br>(resubmitting this because browser timed out and I got a blank page)<br />
<br />
This was a very exciting project to take on since it was my first serious project using Blender's upcoming particle hair system, which is still currently being developed.<br />
<br />
I was going for a slightly stylized and dramatic look in this image, wanting ultimately to capture the power and majesty of these magnificent creatures.<br />
<br />
Thank you for viewing my work, and happy new year!]]>
	</description>
	<pubDate>Mon, 31 Dec 2007 20:50:24 +0000</pubDate>
	</item>
	<item>
	<title>Microcosm</title>
	<link>http://robertt.cgsociety.org/gallery/576442</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/43717/43717_1198537947_small.jpg"><br><br>The idea of an &quot;awakened snowman&quot; becoming aware of a larger world beyond the snow globe proved to be a very interesting project to create!<br />
<br />
Like most of my projects with a philosophical edge to them, I had a number of thoughts going into this and tried to refine and integrate those concepts so the image could either exist simply (&quot;just a snowglobe&quot; or a &quot;nice holiday image&quot;) or as something potentially more meaningful if someone wanted to consider it a bit longer.<br />
<br />
At this moment, the snowman stands near the edge of his elaborately staged world and sees some &quot;real&quot; snow for the first time.<br />
<br />
Well, I would like to take a moment and wish all my fellow artists out there happy holidays and continued artistic successes.<br />
<br />
Thank you very much for your interest in my image,<br />
<br />
RobertT<br />
]]>
	</description>
	<pubDate>Mon, 24 Dec 2007 23:12:29 +0000</pubDate>
	</item>
	<item>
	<title>And for your final wish?</title>
	<link>http://robertt.cgsociety.org/gallery/573702</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/43717/43717_1197820191_small.jpg"><br><br>This project was something I created especially for an upcoming toon-themed issue of a digital art publication in the Blender community called Blenderart Magazine.<br />
<br />
It was a fun and challenging project, particularly in terms of shaders, render nodes, composition, and stylization.<br />
<br />
Some technical information:<br />
<br />
The scene spans five layers and uses a variety of techniques, from particles to render passes, all of which are handled internally in Blender's render node network.  No post-processing was necessary.<br />
<br />
The scene itself combines stylized elements of both 3D and 2D geometry.<br />
<br />
Storywise, this is of course inspired by one of the stories in the very old and entertaining piece of literature known as The Thousand and One Nights, that being the story of Alladin and the genies.<br />
<br />
I wanted this to be a vivid and slightly whimsical rendition of the classic story of a discovered genie who can grant wishes and a wisher contemplating a final request.<br />
<br />
I hope you enjoy this image, and I wish everyone happy holidays and a good new year.<br />
<br />
Take care, and thank you for your interest in my work,<br />
<br />
Robert<br />
<br />
]]>
	</description>
	<pubDate>Sun, 16 Dec 2007 15:49:53 +0000</pubDate>
	</item>
	<item>
	<title>Philosophia and Her Problems</title>
	<link>http://robertt.cgsociety.org/gallery/508897</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/43717/43717_1182302853_small.jpg"><br><br>&quot;Philosophia and Her Problems&quot; is my latest work in an ongoing series of related interpretive reflections on life.<br />
<br />
The theme this time is philosophia, the love of wisdom that is philosophy, personified and symbolic.<br />
<br />
Philosophy's &quot;problems,&quot; be they seemingly irreducible dualities and dichotomies, questions of perception versus reality, questions without answers, attempts to define and resolve philosophical dilemmas, or something other, I find are interesting to consider.<br />
<br />
Philosophia meditates: two states of awareness, eyes closed and eyes opened.  What does she/can she see?  Where do her thoughts take her/us?  Have her/our questions been fully and properly framed, or do they lead her/us away from the truth within and around us?  So many questions to ponder.<br />
<br />
Some technical details:<br />
This project was created and rendered in Blender 2.44 using the internal renderer.<br />
<br />
<br />
Thank you for viewing my work,<br />
<br />
RobertT<br />
]]>
	</description>
	<pubDate>Wed, 20 Jun 2007 01:27:34 +0000</pubDate>
	</item>
	<item>
	<title>Mantra</title>
	<link>http://robertt.cgsociety.org/gallery/498049</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/43717/43717_1179616756_small.jpg"><br><br>Mantra is one of my most recent projects in Blender.<br />
<br />
The render is straight from Blender and did not require post-processing in an external application as the internal render node network was used to attain the dreamy yet sharp and stylized look needed to finalize this piece.<br />
<br />
<br />
Thank you for viewing my work,<br />
<br />
RobertT<br />
]]>
	</description>
	<pubDate>Sat, 19 May 2007 23:19:18 +0000</pubDate>
	</item>
	<item>
	<title>Branching Out</title>
	<link>http://robertt.cgsociety.org/gallery/471620</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/43717/43717_1173289949_small.jpg"><br><br>This joyful little project turned into one of my most recent best efforts and render results with Blender.  I hope you enjoy it.<br />
<br />
About the image:<br />
<br />
Deep in this enchanted biomechanical forest dwell curious and intriguing creatures, some more machine than organic, but all alive and in their own ways.<br />
<br />
This happy little bird, who just pecked some fresh dents into the tree, looks out to the world of nearly incalculable possibilities and is about to soar to new sights and sensations.<br />
<br />
Thank you for viewing my work,<br />
<br />
RobertT<br />
]]>
	</description>
	<pubDate>Wed, 07 Mar 2007 17:52:55 +0000</pubDate>
	</item>
	<item>
	<title>Going Digital Just Because It's So Fashionable</title>
	<link>http://robertt.cgsociety.org/gallery/467479</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/43717/43717_1172417126_small.jpg"><br><br>This is a project I finished a few months ago in Blender.  As you might gather from the title and the image, this decidedly stylized piece reflects on the fashionable and ephemeral aspects of technology and how we increasingly find ourselves in a digitized if not cybernetic lifestyle, such to the point perhaps part of us, the essence of who and what we are, may disappear.<br />
<br />
Thank you very much for viewing my work,<br />
<br />
RobertT]]>
	</description>
	<pubDate>Sun, 25 Feb 2007 15:25:29 +0000</pubDate>
	</item>
	<item>
	<title>Mechanicalion</title>
	<link>http://robertt.cgsociety.org/gallery/353466</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/43717/43717_1146706173_small.jpg"><br><br>This scene was initially created for a 3D weekend challege (&quot;mechanimal&quot; theme) elsewhere on the web.<br />
<br />
The concept here was to create a mystical mechnical lion dwelling in an artifical forest (hence the stylistic choices for the trees and grass).<br />
<br />
No post work was required because all visual effects were attained through newly available render nodes in the software I use.  <br />
<br />
<a href="http://www.artofinterpretation.com/images/mechanicalion-rendernodes-byrjt2006.jpg" target="_blank">Here is how the nodes were configured.</a><br />
<br />
This project came together quickly.  While this third render was produced about 11 hours into the series of images/render experiments I derived from this project, the original entry (same model/scene, shaders, lighting, but a flatter frontal view) took around four hours.<br />
<br />
The symmetrical mesh &quot;mirror modifier&quot; used to model the head speeded things along, as did some duplication of the limbs and the placement of the head/mane, which eliminated the need to model a body.<br />
<br />
The mane was modeled using beveled and tapered curves (one curve duplicated and varied over several iterations) which were then proportionally edited to break down the symmetry.  <br />
<br />
One &quot;artificial tree&quot; was modeled, from which several variants were quickly produced.  The &quot;artificial grass&quot; was created using a mesh grid, random face selection, extrusion/smoothing.<br />
<br />
What excited me most about this project was being able to go from idea to finished project more efficiently than previous efforts.  I have been focusing over the last year on optimizing my workflow in 3D, among other things, so it is significant to me in a way that would not be obvious to the viewer.<br />
<br />
Thank you very much for viewing my work,<br />
<br />
RobertT<br />
]]>
	</description>
	<pubDate>Thu, 04 May 2006 01:29:35 +0000</pubDate>
	</item>
	<item>
	<title>Character: Andromedan Ambassador</title>
	<link>http://robertt.cgsociety.org/gallery/464825</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/43717/43717_1171758561_small.jpg"><br><br>A story behind the character's visit to Earth:<br />
<br />
Stepping up to the microphone before the assembly of whispers and awe-struck eyes, the Andromedan Ambassador addressed the planet. &quot;On behalf of all Andromedans, I wish you endless peace and blessings, my sisters and brothers. While we may differ vastly in appearance, you will be surprised to discover just how much we have in common. My journey to your beautiful world has been what you might call 'bittersweet,' for I fear I bring most unexpected news to your hallowed halls. I will get right to the point. Our galaxies will collide much sooner than you think. How, you will wonder, having studied the universe in such painstaking detail as you have. Gladly I will explain. In short, technology that should have never come to life did, and now control of the very fabric of what you consider time and space may in fact be in hands our mutual enemy, ruthless beings we believe some of your people encountered eons ago. We have much to discuss, much to learn from each other! We must work together for the good of all our people. With that, let us begin.&quot;<br />
<br />
<br />
About the image:<br />
<br />
This was created in Blender 2.43 RC4 using traditional modeling techniques along with the new Blender sculpt mode.  The background was also created in Blender using particles with halo materials.<br />
<br />
Photoshop was used to combine the separate renders (alien render with alpha channel + galaxy render) since the galaxy was done on my desktop computer while the laptop rendered the alien at print resolution.  Some blur and contrasting was performed in post.  Main color adjustments and slight DOF on the alien were handled via Blender's internal render nodes.<br />
<br />
The alien consists of just over 600k verts.<br />
<br />
Thank you very much for viewing my work,<br />
<br />
RobertT<br />
]]>
	</description>
	<pubDate>Sun, 18 Feb 2007 00:29:26 +0000</pubDate>
	</item>
	<item>
	<title>Self Made Man</title>
	<link>http://robertt.cgsociety.org/gallery/468545</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/43717/43717_1172617727_small.jpg"><br><br>This was a project I finished several months ago, but I didn't get around to posting it until now after some encouragement from others who thought well of the piece.<br />
<br />
The concept of an imperfectly, incompletely, physically fragile yet mentally strong and somewhat artistically self-assembled person presented a very interesting challenge to attempt to visualize in 3D.<br />
<br />
The project occurred in two phases, with the first establishing the overall character and the second performing numerous edge and facial separations, transformations, selective, subdivisions and extrusions to achieve the desired final piece.<br />
<br />
Thank you very much for viewing my work,<br />
<br />
RobertT<br />
]]>
	</description>
	<pubDate>Tue, 27 Feb 2007 23:08:49 +0000</pubDate>
	</item>
	<item>
	<title>Guardian Angel</title>
	<link>http://robertt.cgsociety.org/gallery/338409</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/43717/43717_1143646512_small.jpg"><br><br>This is an image of a Guardian Angel I created using Blender with post-processing performed in Painter and Photoshop (contrast adjustments, color work, background enhancement), also a little bit in PaintShop Pro for additional color work.  I decided to add this to my CGTalk portfolio today because it was definitely one of more of my special projects.  Thank you for viewing my work.]]>
	</description>
	<pubDate>Wed, 29 Mar 2006 15:35:14 +0000</pubDate>
	</item>
	<item>
	<title>The New Narcissus</title>
	<link>http://robertt.cgsociety.org/gallery/338420</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/43717/43717_1143647762_small.jpg"><br><br>This was an attempt to portray in modern 3d terms both the myth of Narcissus and the concept of narcicissm, the essence of self-absorption people may be prone to.  I had created several different versions of this to explore different textural possibilities.  The image was created and rendered in Blender.  Textures were painted in Photoshop.]]>
	</description>
	<pubDate>Wed, 29 Mar 2006 15:56:05 +0000</pubDate>
	</item>
	<item>
	<title>Portrait of a Young Lady (inspired by a famous painting)</title>
	<link>http://robertt.cgsociety.org/gallery/464435</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/43717/43717_1171645314_small.jpg"><br><br>This 3D rendition was inspired by the relatively famous painting by Petrus Christus called &quot;A Young Lady with a Black Cap&quot; circa 1460s/1470s.<br />
<br />
Total project time was about 20 hours stretched over several days in between other 2D/3D projects.<br />
<br />
With exception of some slight gamma adjustments and outer edge darkening, the painterly look of the render was achieved in Blender, but not primarily though the render nodes.<br />
<br />
A virtual glass plane with some procedural voroni/fractal cloud patterns was placed between the camera and the scene to help achieve the look seen here.<br />
<br />
This work is part of my lifelong studies of art in all styles.  Those of you familiar with my work may remember me doing something comparable a while back as a 3D rendition of Vermeer's &quot;Girl with a Pearl Earring.&quot;<br />
<br />
It is a very big challenge to attempt to approximate any kind of 2D mastery in 3D, and, as was true before, it was a very educational and intriguing project for me.<br />
<br />
Thank you very much for viewing my work,<br />
<br />
RobertT<br />
<br />
]]>
	</description>
	<pubDate>Fri, 16 Feb 2007 17:01:58 +0000</pubDate>
	</item>
	<item>
	<title>Bottom's Dream (from A Midsummer Night's Dream)</title>
	<link>http://robertt.cgsociety.org/gallery/477239</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/43717/43717_1174569712_small.jpg"><br><br>This project was initially completed over the weekend for a 3D challenge and was later revised and expanded upon over the past two evenings.<br />
<br />
This image reenacts a scene in William Shakespeare's play A Midsummer Night's Dream where an actor Nick Bottom experiences a magical transformation, with his head becoming that of a donkey.<br />
<br />
In the play there is much magical mischief at the hands of the king (Oberon) and his servant Puck.  Puck plays a prank on Titania, the fairy queen, causing her to fall in love with the first person she sees when she awakes.<br />
<br />
She wakes after hearing Bottom singing in the forest.  She immediately falls in love with him and leads him to her lair.<br />
<br />
Here in the shadows Puck chuckles at the situation.<br />
<br />
Much later in the play Nick Bottom is left to wonder if all that transpired was just a dream.<br />
<br />
If you haven't read or seen the play performed it's quite imaginative and fun!<br />
<br />
As for the image, I was going for more of a dreamy storybook look.  Total project time was around 25 hours. <br />
<br />
This is a pure render, no post-processing necessary as Blender's internal render node network was used to attain the results shown here.<br />
<br />
As always, thank you for your interest in my work,<br />
<br />
RobertT]]>
	</description>
	<pubDate>Thu, 22 Mar 2007 13:22:01 +0000</pubDate>
	</item>
	<item>
	<title>The Tempting of Eve</title>
	<link>http://robertt.cgsociety.org/gallery/363248</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/43717/43717_1148851303_small.jpg"><br><br>This is Eve tempting Adam with the fruit of the Tree of Knowledge. She has already taken her bite, and Adam will soon take his.<br />
<br />
I created this character earlier in the year but didn't have an opportunity to work with her again until this weekend while composing a similarly themed scene for a weekend challenge.<br />
<br />
For this render I used a test version of Blender 2.42, making heavy use of the render nodes to achieve the ambience I was going for in this piece.  Additional post-processing was performed in Photoshop to crop, adjust contrast, and enhance the particle generated hair with highlights, shadows, and bangs.<br />
<br />
Thank you very much for viewing my work.<br />
<br />
RobertT]]>
	</description>
	<pubDate>Sun, 28 May 2006 21:21:45 +0000</pubDate>
	</item>
	<item>
	<title>Character: Sir John Falstaff</title>
	<link>http://robertt.cgsociety.org/gallery/402868</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/43717/43717_1157773388_small.jpg"><br><br>This character and scene was recently created for a 3D weekend challenge, the theme of which was &quot;exaggeration.&quot;  I thought Falstaff was a fun character to try to develop and stylize as I did for this particular theme.  <br />
<br />
Here's a little quote from King Henry IV: Part I (Act II, scene iv) in response to a question of how many opponents he supposedly faced in one encounter: &quot;I know not what you call all; but if I fought not with fifty of them, I am a bunch of radish.&quot;<br />
<br />
In this scene he is retelling one of his many impossible adventures.  One of the ladies is perfectly spellbound by his breathtaking tale and apparent heroism, while the other lady has heard his story before.<br />
<br />
The entire project took approximately 18 hours over a weekend.<br />
<br />
The original winning entry for the challenge was made entirely in Blender and used the render nodes for DOF.  This post-challenge version was further refined in Photoshop.<br />
<br />
Thank you very much for viewing my work,<br />
<br />
RobertT<br />
<br />
]]>
	</description>
	<pubDate>Sat, 09 Sep 2006 03:43:10 +0000</pubDate>
	</item>
	<item>
	<title>Characters: The Pessimist and the Optimist</title>
	<link>http://robertt.cgsociety.org/gallery/463682</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/43717/43717_1171472548_small.jpg"><br><br>These stylized characters were created to depict the ongoing battle of wits between the bitter pessimist and the eternal optimist.<br />
<br />
The project was created and rendered in Blender.<br />
<br />
Thank you very much for viewing my work.<br />
<br />
RobertT]]>
	</description>
	<pubDate>Wed, 14 Feb 2007 17:02:33 +0000</pubDate>
	</item>
	<item>
	<title>Search Party</title>
	<link>http://robertt.cgsociety.org/gallery/338403</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/43717/43717_1143645641_small.jpg"><br><br>A sci-fi image I created back in February 2006.<br />
<br />
The idea here was to concentrate on the three members of the search party as they enter a strange new environment looking for something.<br />
<br />
This image was created using Blender.  A little post-processing (color tweaks, DOF, contrast) was performed in Photoshop.]]>
	</description>
	<pubDate>Wed, 29 Mar 2006 15:20:42 +0000</pubDate>
	</item>
	<item>
	<title>Phoenix (spaceship/sci-fi)</title>
	<link>http://robertt.cgsociety.org/gallery/338419</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/43717/43717_1143647356_small.jpg"><br><br>This sci-fi image of a gigantic phoenix spaceship was created over a weekend for a 3D weekend challenge (flying machines theme).<br />
<br />
I was recently honored as it was selected to be the splash screen for Blender versions 2.40 and 2.41.]]>
	</description>
	<pubDate>Wed, 29 Mar 2006 15:49:18 +0000</pubDate>
	</item>
	<item>
	<title>Chameleon</title>
	<link>http://robertt.cgsociety.org/gallery/465592</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/43717/43717_1171938295_small.jpg"><br><br>I've been wanting to attempt modeling one of these intriguing little creatures for a long time, and over the weekend I finally got around to this starting on Sunday.<br />
<br />
Textures and small details were painted/sculpted in the new version of Blender (2.43).  Procedural brushes/textures were created and used for both paint and sculpting modes once a fairly accurate base mesh was modeled poly by poly.<br />
<br />
Painting was performed right on the model in real time as was the sculpting.  I used a tablet for both of those stages.<br />
<br />
I also made use of the new defocus node for the depth-of-field in this image.  It also had the time-saving effect of making the fractal-subdivided polys in the background actually look like out-of-focus leaves <img src="http://forums.cgsociety.org/images/smilies/smile.gif" border="0" alt="" title="" class="inlineimg" /><br />
<br />
This project took about 12 hours to complete.<br />
<br />
Some slight contrast/gamma correction/desaturation was done in post after checking the final render from my laptop on my desktop computer.<br />
<br />
<br />
Thank you for viewing my work,<br />
<br />
RobertT<br />
]]>
	</description>
	<pubDate>Tue, 20 Feb 2007 02:24:58 +0000</pubDate>
	</item>
	<item>
	<title>Eyes to the Skies - Mysterious Statue of the Ancients</title>
	<link>http://robertt.cgsociety.org/gallery/463814</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/43717/43717_1171497328_small.jpg"><br><br>&quot;Eyes to the Skies&quot; is a project that began as a test of a new version of Blender (2.43 RC3) that very soon evolved into a full blown project once it became apparent that things were coming together so well.<br />
<br />
An early view of the base mesh taken into Blender's new sculpt mode can be seen here:<br />
<br />
http://i147.photobucket.com/albums/r311/rtsketches/eyestotheskies-basemesh-byrjt2007.jpg<br />
<br />
<br />
Procedural texture brushes were used in Blender to add details to the mesh along with other the sculpt tools (draw, smooth, grab, layer brush).<br />
<br />
The mesh was also tweaked in various edit modes (vertice, edge, and face).<br />
<br />
Terrain began as a plain and was subdivided and detailed using a similar sculpting/brushing method.<br />
<br />
Proportional editing was also used to further adjust the terrain to suit the composition.<br />
<br />
This entire scene consists of just 250k verts.  I say &quot;just&quot; because often sculpted models can quickly get into the millions of vertices with a couple more subdivisions.<br />
<br />
One goal to emerge in this project was to achieve optimal details without having to go to such geometrically expensive LOD as I have done in other recent sculpting projects.  I am pleased with the results and will continue to explore the possibilities of this new toolset.<br />
<br />
Thank you for viewing my work,<br />
<br />
RobertT<br />
]]>
	</description>
	<pubDate>Wed, 14 Feb 2007 23:55:33 +0000</pubDate>
	</item>
	<item>
	<title>Listen (poster concept)</title>
	<link>http://robertt.cgsociety.org/gallery/338424</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/43717/43717_1143648366_small.jpg"><br><br>The idea behind this image was to create a sci/sci-fi poster with a slightly retro feel to it.  The radio dishes are pointed up and listening to the stars, listening for any signs of extraterrestrial intelligence.  The image was created and rendered in Blender, and post-processing was performed in Photoshop.]]>
	</description>
	<pubDate>Wed, 29 Mar 2006 16:06:09 +0000</pubDate>
	</item>
	<item>
	<title>Blossom</title>
	<link>http://robertt.cgsociety.org/gallery/338429</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/43717/43717_1143648768_small.jpg"><br><br>Blossom was one of my first big Blender projects and entries for one of the early Expose books.  This image was published not long ago in a book called 3D TOONS by Steve and Raf Anzovin.]]>
	</description>
	<pubDate>Wed, 29 Mar 2006 16:12:50 +0000</pubDate>
	</item>
	<item>
	<title>Miss Universe 4001</title>
	<link>http://robertt.cgsociety.org/gallery/200234</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/43717/43717_1105125951_small.jpg"><br><br>This character developed over the past couple of days while I was exploring some of the new mesh editing tools in Blender 2.36.  Total modeling time was about two and a half hours.<br />
The galactic background was also modeled using halo vertices, fractal subdivision, and proportional editing.  Blender's internal stars were also used.<br />
This was rendered using the internal renderer.  Slight gamma correction was performed in post.<br />
As always, I welcome everyone's comments on my work.<br />
Thanks for viewing,<br />
RobertT<br />
]]>
	</description>
	<pubDate>Fri, 07 Jan 2005 19:25:52 +0000</pubDate>
	</item>
	<item>
	<title>Character</title>
	<link>http://robertt.cgsociety.org/gallery/214687</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/43717/43717_1109480421_small.jpg"><br><br>This image was inspired by Arthurian legend.  It's the Lady of the Lake.<br />
In this rendition she is an entity forming out of the water and is either handing the sword to King Arthur (according to some stories he receives Excalibur from her instead of pulling it from the stone) or taking the sword back after the fall of King Arthur.<br />
The scene was created in Blender (v2.36) and consists of over 3,000 objects across seven layers.  Post-processing was performed in two programs: Corel Painter (to enhance the glow and diffuse a few edges of the glow) and Adobe Photoshop (Elements version, mainly for color/contrast tweaking).<br />
While modeling/scene setup took about 8 hours to complete, I spent the past week and a half tweaking and trying different lighting setups to see how far I could push the image in Blender before having to resort to post processing to reach the final image I had in mind.  The extra time spent pushing the native renderer I felt was worthwhile, since after that it was not long after some basic post work that I reached the end product as envisioned.<br />
Well I hope you like the image.  Thanks for checking it out!<br />
]]>
	</description>
	<pubDate>Sun, 27 Feb 2005 05:00:26 +0000</pubDate>
	</item>
	<item>
	<title>Old Windmill</title>
	<link>http://robertt.cgsociety.org/gallery/217459</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/43717/43717_1110252354_small.jpg"><br><br>This is a scene I created this Sunday afternoon for a weekend challenge at another website.  The challenge theme was &quot;energy.&quot;  I chose the wind as a source of energy, and wanted not only to symbolize its power here in the foreground windmill but also with the clouds, distant birds, and material oxidation.<br />
Total modeling time was around three hours.  Materials and lighting about another two.  Distant birds are UVmapped and rigged.  Sky is primarily a photo modified by procedurals.  All other textures are procedural.  Some noise was added in post.<br />
As always, commentary on my work is welcome and encouraged!<br />
robertT<br />
]]>
	</description>
	<pubDate>Tue, 08 Mar 2005 03:25:54 +0000</pubDate>
	</item>
	<item>
	<title>Penguins</title>
	<link>http://robertt.cgsociety.org/gallery/219081</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/43717/43717_1110679928_small.jpg"><br><br>I created this scene in Blender and performed some post processing (color corection, resizing, noise) in Adobe Photoshop Elements.<br />
This scene, once declared &quot;finished&quot; a few weeks ago, was revisited several times afterwards.  Involved here are many things, from rigs to particle systems, to ray tracing, uvmapping, and ambient occlusion -- one of those projects where you literally get to &quot;do it all,&quot; which actually made it quite enjoyable and educational <img src="http://forums.cgsociety.org/images/smilies/smile.gif" border="0" alt="" title="" class="inlineimg" /><br />
As always, any feedback is encouraged and appreciated.  Thank you very much for looking,<br />
RobertT<br />
]]>
	</description>
	<pubDate>Sun, 13 Mar 2005 02:12:10 +0000</pubDate>
	</item>
	<item>
	<title>Robot Characters</title>
	<link>http://robertt.cgsociety.org/gallery/234603</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/43717/43717_1114575957_small.jpg"><br><br>These characters began as a fun little diversion for a friendly weekend challenge.  The scene evolved to be more complete and compelling over the past two days.<br />
Total project design time was under four hours.  Everything here is modelled and rendered in Blender (internal renderer).  Text was added in Photoshop (Elements).<br />
I hope you like it.  As always, feedback is welcome.  Thanks for looking!<br />
RobertT<br />
]]>
	</description>
	<pubDate>Wed, 27 Apr 2005 04:26:04 +0000</pubDate>
	</item>
	<item>
	<title>Animus+Anima</title>
	<link>http://robertt.cgsociety.org/gallery/338431</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/43717/43717_1143649345_small.jpg"><br><br>This image represents in a way some of the work I have done in terms of virtual sculptures in 3D.  This was created and rendered in an earlier version of Blender.  Since then I have created a number of new virtual sculptures.  Eventually they will be featured at my website in a special exhibit.]]>
	</description>
	<pubDate>Wed, 29 Mar 2006 16:23:13 +0000</pubDate>
	</item>
	<item>
	<title>Character</title>
	<link>http://robertt.cgsociety.org/gallery/238368</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/43717/43717_1115605783_small.jpg"><br><br>One of the technical goals for this project was to focus on achieving improved results when using displacement.<br />
This scene was modelled and rendered in in Blender.  A custom displacement texture was created in Adobe Photoshop Elements.<br />
Thank you for viewing my work.  As always, feedback is welcome and encouraged!<br />
RobertT<br />
]]>
	</description>
	<pubDate>Mon, 09 May 2005 02:29:47 +0000</pubDate>
	</item>
	<item>
	<title>Character</title>
	<link>http://robertt.cgsociety.org/gallery/252867</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/43717/43717_1119667381_small.jpg"><br><br>&quot;...what dreams may come, when we have shuffled off this mortal coil, must give us pause,&quot; says Hamlet in his famous &quot;to be or not to be&quot; speech.<br />
Here I try to portray Hamlet reflecting on life, death, and the great beyond, juxtaposing light and darkness, being and... well, you get the point <img src="http://forums.cgsociety.org/images/smilies/wink.gif" border="0" alt="" title="" class="inlineimg" /><br />
This scene was created from scratch over a day and a half for a recent 3d weekend challenge.  Some additional work (reposing, various tweaks) was done to reach this particular render.<br />
Minimal post work has been performed here (levels, resizing, title addition).  Grain is not from post work but primarily from intentionally low ambient occlusion settings as well as intended from textures and lamps.  Glow is mostly from volumetric lighting and Blender's internal sequencer.<br />
As always, comments about my work are most appreciated.<br />
Thank you for viewing this,<br />
RobertT<br />
ArtofInterpretation.com<br />
]]>
	</description>
	<pubDate>Sat, 25 Jun 2005 02:43:02 +0000</pubDate>
	</item>
	<item>
	<title>Character</title>
	<link>http://robertt.cgsociety.org/gallery/261918</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/43717/43717_1122336624_small.jpg"><br><br>This project began as an entry for a 3D weekend modeling challege (&quot;Beginnings&quot; theme) and matured over an additional day to be what you see here.  Total time from start to finish was approximately 7 and a half hours.<br />
Realism was not the intent in this piece.  No reference images were used.  I wanted to create something visually compelling and use light to simulate subsurface scattering and to create an embryonic environment.<br />
Refraction techniques (on the umbilical cord, the background, and between the camera and character ) were used to help establish the watery look and to diffuse the glow from the 3d program.<br />
This was rendered internally in Blender and then post-processed in Adobe Photoshop Elements in the following ways:  manual saturation and level adjustment, manual DOF, resizing for web viewing, title/border added.<br />
Thank you for viewing my art, and take care,<br />
RobertT<br />
]]>
	</description>
	<pubDate>Tue, 26 Jul 2005 00:10:25 +0000</pubDate>
	</item>
	<item>
	<title>Shards Of The Iconoclast - A Zbrush Painting</title>
	<link>http://robertt.cgsociety.org/gallery/289919</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/43717/43717_1130720421_small.jpg"><br><br>This image, partly inspired by the famous Mycenaean Mask, was painted in Zbrush using just the standard brushes.<br />
The project was approached with a 2D painting in mind, an artifact of an iconoclast that could be centuries old but was secretly reassembled to preserve the remainder of this erstwhile icon.<br />
Photoshop was used to prepare this for web viewing (resizing, cropping, border, text, contrast tweak).<br />
Thank you very much for viewing my work.<br />
Take care,<br />
RobertT<br />
]]>
	</description>
	<pubDate>Mon, 31 Oct 2005 01:00:23 +0000</pubDate>
	</item>
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