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

<rss version="2.0">
<channel>
<title>redbranch's CGPortoflio Gallery</title>
<link>http://redbranch.cgsociety.org/gallery/</link>
<description>redbranch's gallery of images</description>
<language>en-us</language>
<ttl>120</ttl>
	<item>
	<title>Travis Pastrana game res head</title>
	<link>http://redbranch.cgsociety.org/gallery/806390</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g50/98750/98750_1252840355_small.jpg"><br><br>This is a game resolution head I made of the Motor sports legend Travis Pastrana while working on DiRT 2. <br />
It was built in Max. The normal map was generated in Mudbox from a hi res sculpt. Most of the diffuse texture was also paint projected in Mudbox with a few tweaks in Photoshop.]]>
	</description>
	<pubDate>Sun, 13 Sep 2009 06:12:39 +0000</pubDate>
	</item>
	<item>
	<title>Travis Pastrana Hi res</title>
	<link>http://redbranch.cgsociety.org/gallery/806386</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g50/98750/98750_1252839864_small.jpg"><br><br>This is a Hi res sculpt of the Motocross/Rally legend - Travis Pastrana. I did it, as a personal project, while working on DiRT 2. I was beta testing Mudbox 2010 at the time. The texture is entirely projection painted in Mudbox. It only took a couple of days to do. The mesh is around 2.6 million polys. ]]>
	</description>
	<pubDate>Sun, 13 Sep 2009 06:04:28 +0000</pubDate>
	</item>
	<item>
	<title>DiRT 2 Low poly crowd</title>
	<link>http://redbranch.cgsociety.org/gallery/806383</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g50/98750/98750_1252839358_small.jpg"><br><br>These are some of the crowd I did for DiRT 2. The crowd model is only 878 tris. It's one model with 4 different textures applied. The goal was to make them look as varied as possible through texturing alone. <br />
Built in Max with all 4 crowd textures on a 1024 x 512 map.<br />
Dif, normal and spec map.]]>
	</description>
	<pubDate>Sun, 13 Sep 2009 05:56:00 +0000</pubDate>
	</item>
	<item>
	<title>Brutus Large</title>
	<link>http://redbranch.cgsociety.org/gallery/659591</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1217631802_small.jpg"><br><br>My goal with this creature was to create a monsterous, but heroic look. A creature that would look noble and formidable at the same time. This image will be appearing in The book: Exotique 4 from Ballistic publishing.<br />
<br />
He is a game res model at 7050 tris with a colour, normal and spec map. I made a hi res sculpt in Mudbox in order to generate a normal map. I also ran the normal map through Crazybump to use on the other maps. ]]>
	</description>
	<pubDate>Fri, 01 Aug 2008 23:03:25 +0000</pubDate>
	</item>
	<item>
	<title>Captain Qwark (game res)</title>
	<link>http://redbranch.cgsociety.org/gallery/671801</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1220646005_small.jpg"><br><br>My tribute to Capt Qwark from Insomniac's Rachet and Clank series.<br />
He's 7302 tris with a colour, normal and spec map. All 1024 x 1024.<br />
<br />
Comments welcome]]>
	</description>
	<pubDate>Fri, 05 Sep 2008 14:21:33 +0000</pubDate>
	</item>
	<item>
	<title>Frank</title>
	<link>http://redbranch.cgsociety.org/gallery/492712</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g50/98750/98750_1250023021_small.jpg"><br><br>A study I did of a hard bitten cop.<br />
Head built in Maya. 3928 tris.<br />
Texture consists of a colour, specular and normal map. All 1024x1024.<br />
Normal map was generated from a hi res sculpt in Mudbox.<br />
100% rendered in Max. No additional touch ups in Photoshop.]]>
	</description>
	<pubDate>Fri, 04 May 2007 10:41:31 +0000</pubDate>
	</item>
	<item>
	<title>Head study hi res sculpt</title>
	<link>http://redbranch.cgsociety.org/gallery/614439</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1206746510_small.jpg"><br><br>This was a Mudbox sculpt I made in order to bake a normal map for my game res Frank head study.<br />
]]>
	</description>
	<pubDate>Fri, 28 Mar 2008 23:21:59 +0000</pubDate>
	</item>
	<item>
	<title>GRID character: Team Secretary close up</title>
	<link>http://redbranch.cgsociety.org/gallery/637164</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g50/98750/98750_1232988173_small.jpg"><br><br>A close up of the Team Secretary character I did for GRID.<br />
She is 5852 tris with a colour, normal, and specular map. 2048 x 2048 textures for the body, 1024 x 1024 for the head.<br />
Software used: Max, Mudbox, Photoshop and Crazybump.]]>
	</description>
	<pubDate>Fri, 30 May 2008 15:27:53 +0000</pubDate>
	</item>
	<item>
	<title>GRID character: Team Secretary</title>
	<link>http://redbranch.cgsociety.org/gallery/723449</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g50/98750/98750_1233048281_small.jpg"><br><br>One of the characters I did for the Codemasters game: GRID<br />
She is 5852 tris with a colour, normal, and specular map. 2048 x 2048 textures for the body, 1024 x 1024 for the head.<br />
Software used: Max, Mudbox, Photoshop and Crazybump.]]>
	</description>
	<pubDate>Tue, 27 Jan 2009 03:24:47 +0000</pubDate>
	</item>
	<item>
	<title>Grid Helmet (hi res)</title>
	<link>http://redbranch.cgsociety.org/gallery/719772</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g50/98750/98750_1232210231_small.jpg"><br><br>This was a Sub-d model I built to bake a normal map for the game res driver in Grid. We didn't license a particular helmet for the game so I came up with a design of my own. ]]>
	</description>
	<pubDate>Sat, 17 Jan 2009 10:37:15 +0000</pubDate>
	</item>
	<item>
	<title>Realtime characters from the game: GRID</title>
	<link>http://redbranch.cgsociety.org/gallery/637277</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1212409947_small.jpg"><br><br>Codemasters new Racing game: GRID has just been released. So I thought I'd post some renders of the characters I did for it on my cg portfolio.<br />
<br />
This is a close up of the &quot;Team Mate Driver&quot; Character.<br />
He is 5276 tris with a colour, normal, specular and reflection map. 2048 x 2048 textures for the body, 1024 x 1024 for the head. Software used: Max, Mudbox, Photoshop and Crazybump.  <br />
<br />
To view the rest click on the cg portfolio link under my name.<br />
]]>
	</description>
	<pubDate>Fri, 30 May 2008 21:55:39 +0000</pubDate>
	</item>
	<item>
	<title>GRID character: Driver</title>
	<link>http://redbranch.cgsociety.org/gallery/637170</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1212410424_small.jpg"><br><br>This is the Driver character model for all the cars in GRID.<br />
He is 3300 tris with a colour, normal, specular and reflection map. 2048 x 2048 textures for the body, 1024 x 1024 for the head.<br />
Software used: Max, Mudbox, Photoshop and Crazybump.<br />
]]>
	</description>
	<pubDate>Fri, 30 May 2008 15:40:42 +0000</pubDate>
	</item>
	<item>
	<title>GRID character: Mechanic close up</title>
	<link>http://redbranch.cgsociety.org/gallery/637169</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1212161897_small.jpg"><br><br>A close up of the Mechanic character I did for GRID.<br />
He is 4588 tris with a colour, normal, and specular map. 2048 x 2048 textures for the body, 1024 x 1024 for the head.<br />
Software used: Max, Mudbox, Photoshop and Crazybump.]]>
	</description>
	<pubDate>Fri, 30 May 2008 15:38:31 +0000</pubDate>
	</item>
	<item>
	<title>GRID character: Mechanic</title>
	<link>http://redbranch.cgsociety.org/gallery/637168</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1212161712_small.jpg"><br><br>A Mechanic chracter I did for GRID.<br />
He is 4588 tris with a colour, normal, and specular map. 2048 x 2048 textures for the body, 1024 x 1024 for the head.<br />
Software used: Max, Mudbox, Photoshop and Crazybump.]]>
	</description>
	<pubDate>Fri, 30 May 2008 15:35:22 +0000</pubDate>
	</item>
	<item>
	<title>GRID character: Team Crewman head</title>
	<link>http://redbranch.cgsociety.org/gallery/637167</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1212161562_small.jpg"><br><br>A Team Crewman head I did for GRID.<br />
He is 1834 tris with a colour, normal, specular, reflection map. All 1024 x 1024.<br />
Software used: Max, Mudbox, Photoshop and Crazybump.]]>
	</description>
	<pubDate>Fri, 30 May 2008 15:32:51 +0000</pubDate>
	</item>
	<item>
	<title>GRID character: Team Boss</title>
	<link>http://redbranch.cgsociety.org/gallery/637166</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g50/98750/98750_1232985045_small.jpg"><br><br>A Team Boss head I did for GRID.<br />
He is 1780 tris with a colour, normal, and specular map. All 1024 x 1024.<br />
Software used: Max, Mudbox, Photoshop and Crazybump.]]>
	</description>
	<pubDate>Fri, 30 May 2008 15:30:02 +0000</pubDate>
	</item>
	<item>
	<title>Brutus (game res)</title>
	<link>http://redbranch.cgsociety.org/gallery/651983</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/newgallerycrits/g50/98750/98750_1234106896_small.jpg"><br><br>This is a character I've finally got round to texturing and posing.<br />
My goal was to create a heroic monster that would look awe inspiring rather than grotesque or ugly.<br />
He's a game res model: 7050 tris with a colour, normal, spec and ambient map.<br />
Modelled in Max, hi res sculpt in Mudbox, textured in Photoshop and rendered in Mental Ray.<br />
<br />
Comments very welcome<br />
]]>
	</description>
	<pubDate>Fri, 11 Jul 2008 17:00:23 +0000</pubDate>
	</item>
	<item>
	<title>Brutus hi res head sculpt</title>
	<link>http://redbranch.cgsociety.org/gallery/601768</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1204202432_small.jpg"><br><br>These are some close ups of the hi res sculpt I created in Mudbox for my 'Brutus' character. I wanted its head to convey power, but also intelligence and nobility. <br />
]]>
	</description>
	<pubDate>Thu, 28 Feb 2008 12:40:34 +0000</pubDate>
	</item>
	<item>
	<title>Brutus hi res sculpt</title>
	<link>http://redbranch.cgsociety.org/gallery/434108</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1171093074_small.jpg"><br><br>This is the hi res sculpt I created in Mudbox to generate a normal for my Brutus character.<br />
I love mudbox!]]>
	</description>
	<pubDate>Sun, 26 Nov 2006 08:18:08 +0000</pubDate>
	</item>
	<item>
	<title>Mudbox head (work in Progress)</title>
	<link>http://redbranch.cgsociety.org/gallery/462053</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1171493467_small.jpg"><br><br>A personal project. <br />
I wanted to make a realistic, but stylised head. I was going for a gritty, veteran soldier look. <br />
He was originally built in Max and then scuplted in Mudbox.]]>
	</description>
	<pubDate>Sat, 10 Feb 2007 07:46:16 +0000</pubDate>
	</item>
	<item>
	<title>Human skeleton study</title>
	<link>http://redbranch.cgsociety.org/gallery/464532</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1171666815_small.jpg"><br><br>A study of a human skeleton. <br />
Built in Max with splines converted into patches. <br />
The aim was to make it look very high poly while actually keeping it at game resolution. For example the rib cage is essentially a double sided shell with an alpha map to define the ribs and a normal map to give them depth.<br />
<br />
100% rendered in Max. No additional work in Photoshop.]]>
	</description>
	<pubDate>Fri, 16 Feb 2007 23:00:19 +0000</pubDate>
	</item>
	<item>
	<title>Oriental head study </title>
	<link>http://redbranch.cgsociety.org/gallery/434091</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1164565939_small.jpg"><br><br>This is a Subd head built in Max. <br />
I based it on a photograph of an oriental man. ]]>
	</description>
	<pubDate>Sun, 26 Nov 2006 07:53:32 +0000</pubDate>
	</item>
	<item>
	<title>Alien head (work in progress)</title>
	<link>http://redbranch.cgsociety.org/gallery/434092</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1207223662_small.jpg"><br><br>This is a head I worked on when I first started playing with Zbrush.<br />
The original low poly version was built in Max before importing into Zbrush<br />
<br />
Rendered 100% in Max. No Photoshop touch ups.]]>
	</description>
	<pubDate>Sun, 26 Nov 2006 07:54:18 +0000</pubDate>
	</item>
	<item>
	<title>Sardaukar (work in progress)</title>
	<link>http://redbranch.cgsociety.org/gallery/434090</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1174514250_small.jpg"><br><br>This is my interpretation of a Sardaukar from Frank Herbert's Dune books. <br />
The helmet design is a modern update of a medieval Sallet Helm with the Sardaukar Lion emblem displayed prominantly on the forehead. The visor can be worn down or lifted up to reveal the face.]]>
	</description>
	<pubDate>Sun, 26 Nov 2006 07:51:51 +0000</pubDate>
	</item>
	<item>
	<title>Orc Waaargh!</title>
	<link>http://redbranch.cgsociety.org/gallery/564968</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1195857886_small.jpg"><br><br>This is a promo piece I did for Wahammer Online entitled Waargh! The goal was to show Orcs on the warpath. The Orc on the left was used in promotions for GDC 08. All characters and the scene were built in max. <br />
Image was 100% rendered in Max. No additional work in Photoshop. <br />
<br />
red]]>
	</description>
	<pubDate>Fri, 23 Nov 2007 22:44:49 +0000</pubDate>
	</item>
	<item>
	<title>The Medieval Dead</title>
	<link>http://redbranch.cgsociety.org/gallery/434087</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1164526289_small.jpg"><br><br>A piece of promotional art I did for Warhammer Online. It was a blast making Medieval zombies. This image was 100% rendered in Max. No additional work in Photoshop.]]>
	</description>
	<pubDate>Sun, 26 Nov 2006 07:31:30 +0000</pubDate>
	</item>
	<item>
	<title>Chaos Warrior</title>
	<link>http://redbranch.cgsociety.org/gallery/564971</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1195858370_small.jpg"><br><br>This is a Chaos Warrior character I did for Warhammer Online. Chaos Armour is fused directly to a Chaos Warrior's body. He was built to be modular so that different sections could be replaced (or upgraded).<br />
100% rendered in Max. No additional Photoshop touch ups.]]>
	</description>
	<pubDate>Fri, 23 Nov 2007 22:52:52 +0000</pubDate>
	</item>
	<item>
	<title>Elf Warrior</title>
	<link>http://redbranch.cgsociety.org/gallery/434079</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1164525608_small.jpg"><br><br>An Elf Warrior character I did for Warhammer Online. I wanted to convey a sense of formidable beauty. 100% rendered in Max. No additional work in Photoshop. <br />
]]>
	</description>
	<pubDate>Sun, 26 Nov 2006 07:20:09 +0000</pubDate>
	</item>
	<item>
	<title>Zombies</title>
	<link>http://redbranch.cgsociety.org/gallery/434088</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1164526339_small.jpg"><br><br>A selection of Zombies from Warhammer Online. They are all built to be modular so all their body part are interchagable. 100% rendered in Max. No additional work in Photoshop. <br />
]]>
	</description>
	<pubDate>Sun, 26 Nov 2006 07:32:21 +0000</pubDate>
	</item>
	<item>
	<title>Skeleton Warriors</title>
	<link>http://redbranch.cgsociety.org/gallery/434086</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1164526113_small.jpg"><br><br>These are Skeleton Warriors from Warhammer Oline. These undead warrior are meant to be long dead ancient warriors so I reflected that in the Middle Eastern influenced armour. I also designed the letters written on their armour based upon geometric shapes and symbols .They are build to be modular so all the body parts are interchangable. 100% rendered in Max. No additional work in Photoshop. <br />
]]>
	</description>
	<pubDate>Sun, 26 Nov 2006 07:28:35 +0000</pubDate>
	</item>
	<item>
	<title>Plague Bearers</title>
	<link>http://redbranch.cgsociety.org/gallery/434085</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1165904450_small.jpg"><br><br>Plague Bearers of Nurgle made for Warhammer Online. These are demons of the Chaos god of disease and pestilence  Rotten, putrid and dangerous to know. 100% rendered in Max. No additional work in Photoshop. <br />
]]>
	</description>
	<pubDate>Sun, 26 Nov 2006 07:27:26 +0000</pubDate>
	</item>
	<item>
	<title>Blood Dragon</title>
	<link>http://redbranch.cgsociety.org/gallery/434076</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1164525474_small.jpg"><br><br>This is a Blood Dragon vampire Knight from Warhammer Online. I really enjoyed designing the gothic style armour. I wanted it to look like real armour rather than impractical over the top 'fantasy' armour100% rendered in Max. No additional work in Photoshop. <br />
]]>
	</description>
	<pubDate>Sun, 26 Nov 2006 07:17:56 +0000</pubDate>
	</item>
	<item>
	<title>Orc, Black Orc and Orc Shaman</title>
	<link>http://redbranch.cgsociety.org/gallery/434084</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1171579235_small.jpg"><br><br>A selection of Orcs from Warhammer online.. A basic warrior, a Fully armoured 'Boss' and a Shaman wearing a Boar skull. I really enjoyed making these. Paul Bonner's Orcs were my inspiration. 100% rendered in Max. No additional work in Photoshop. <br />
]]>
	</description>
	<pubDate>Sun, 26 Nov 2006 07:26:26 +0000</pubDate>
	</item>
	<item>
	<title>Necrarch Vampire</title>
	<link>http://redbranch.cgsociety.org/gallery/434082</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1164525754_small.jpg"><br><br>100% rendered in Max. No additional work in Photoshop. <br />
]]>
	</description>
	<pubDate>Sun, 26 Nov 2006 07:22:49 +0000</pubDate>
	</item>
	<item>
	<title>Serpent</title>
	<link>http://redbranch.cgsociety.org/gallery/437811</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1165368880_small.jpg"><br><br>100% rendered in Max. No additional work in Photoshop. <br />
]]>
	</description>
	<pubDate>Wed, 06 Dec 2006 01:34:42 +0000</pubDate>
	</item>
	<item>
	<title>Motherland Trooper (low poly)</title>
	<link>http://redbranch.cgsociety.org/gallery/434081</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1164525705_small.jpg"><br><br>Low Poly character built for an FPS pitch using the Unreal 2 engine. He a sort of near future Russian soldier. He's 2960 tris. Diffuse map only. 100% rendered in Max. No additional work in Photoshop. <br />
]]>
	</description>
	<pubDate>Sun, 26 Nov 2006 07:21:46 +0000</pubDate>
	</item>
	<item>
	<title>Great Unclean One</title>
	<link>http://redbranch.cgsociety.org/gallery/434080</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1164525646_small.jpg"><br><br>100% rendered in Max. No additional work in Photoshop. <br />
]]>
	</description>
	<pubDate>Sun, 26 Nov 2006 07:20:49 +0000</pubDate>
	</item>
	<item>
	<title>Bloodthirster detail</title>
	<link>http://redbranch.cgsociety.org/gallery/614274</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1206709547_small.jpg"><br><br>A close up of the Bloodthirster Greater Daemon I did for Warhammer Online. <br />
He's a bezier patch model built in Max (we had a game engine that could use bezier patch models and could step the level of detail up and down). <br />
Normal, Spec and Diffuse textures all 2048 x 2048.<br />
I always wnated to build one of these and put my own spin on it. He came out pretty well. Ancient, evil and bloody big.]]>
	</description>
	<pubDate>Fri, 28 Mar 2008 13:07:07 +0000</pubDate>
	</item>
	<item>
	<title>Bloodthirster</title>
	<link>http://redbranch.cgsociety.org/gallery/434077</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1164525524_small.jpg"><br><br>100% rendered in Max. No additional work in Photoshop. <br />
]]>
	</description>
	<pubDate>Sun, 26 Nov 2006 07:18:46 +0000</pubDate>
	</item>
	<item>
	<title>Fox Racing finished helmet art</title>
	<link>http://redbranch.cgsociety.org/gallery/613320</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1206531050_small.jpg"><br><br>Fox are now selling the helmet I did the artwork for. Here it is.<br />
There are a few little oddities, but overall it came out pretty well.<br />
It was certainly something different in terms of what I'm used to working on.]]>
	</description>
	<pubDate>Wed, 26 Mar 2008 11:30:53 +0000</pubDate>
	</item>
	<item>
	<title>FOX Racing 08 bike helmet art</title>
	<link>http://redbranch.cgsociety.org/gallery/518431</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1184449532_small.jpg"><br><br>This is a freelance gig I did for Fox Racing for their 08 Rampage downhill bike helmet. <br />
The brief was pretty loose, but they wanted something that was more of a piece of art than the more graphical designs that they usually commission.<br />
They liked the idea of a fantasy theme so I basically went to town with an epic dragon and battle maiden interlaced with skulls and fire etc. It's unashamably &quot;Heavy Metal&quot;, but I enjoyed doing it and they liked it.<br />
I've seen some mockups of the final art on the helmet and it's looking great. I'll post when it goes on sale.  ]]>
	</description>
	<pubDate>Sat, 14 Jul 2007 21:45:35 +0000</pubDate>
	</item>
	<item>
	<title>Temple Guard</title>
	<link>http://redbranch.cgsociety.org/gallery/434105</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1164588797_small.jpg"><br><br>]]>
	</description>
	<pubDate>Sun, 26 Nov 2006 08:14:31 +0000</pubDate>
	</item>
	<item>
	<title>Spring Heel </title>
	<link>http://redbranch.cgsociety.org/gallery/434104</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1164588851_small.jpg"><br><br>]]>
	</description>
	<pubDate>Sun, 26 Nov 2006 08:14:02 +0000</pubDate>
	</item>
	<item>
	<title>Orc</title>
	<link>http://redbranch.cgsociety.org/gallery/434103</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1164588870_small.jpg"><br><br>]]>
	</description>
	<pubDate>Sun, 26 Nov 2006 08:13:16 +0000</pubDate>
	</item>
	<item>
	<title>Witch Hunter</title>
	<link>http://redbranch.cgsociety.org/gallery/434109</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1164588886_small.jpg"><br><br>]]>
	</description>
	<pubDate>Sun, 26 Nov 2006 08:19:13 +0000</pubDate>
	</item>
	<item>
	<title>Motherland Trooper concept</title>
	<link>http://redbranch.cgsociety.org/gallery/434102</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1164588905_small.jpg"><br><br>]]>
	</description>
	<pubDate>Sun, 26 Nov 2006 08:12:45 +0000</pubDate>
	</item>
	<item>
	<title>Kazrak The One Eye</title>
	<link>http://redbranch.cgsociety.org/gallery/434101</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1164588922_small.jpg"><br><br>]]>
	</description>
	<pubDate>Sun, 26 Nov 2006 08:12:09 +0000</pubDate>
	</item>
	<item>
	<title>Judge Dredd</title>
	<link>http://redbranch.cgsociety.org/gallery/434100</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1164588941_small.jpg"><br><br>]]>
	</description>
	<pubDate>Sun, 26 Nov 2006 08:11:12 +0000</pubDate>
	</item>
	<item>
	<title>Evolution</title>
	<link>http://redbranch.cgsociety.org/gallery/434098</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1164588978_small.jpg"><br><br>This was a concept I did for the game [PROTOTYPE]. We were looking at how the 'Prototype' creature might look in its undisguised form. I wanted it to look like it's anatomy was on the move and constantly reforming and optimising itself.]]>
	</description>
	<pubDate>Sun, 26 Nov 2006 08:09:33 +0000</pubDate>
	</item>
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