<?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>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.<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>Brutus</title>
	<link>http://redbranch.cgsociety.org/gallery/651983</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1215795620_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>Head study</title>
	<link>http://redbranch.cgsociety.org/gallery/492712</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1181426085_small.jpg"><br><br>Head built in Maya. 2896 faces/5746 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>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>Captain Qwark</title>
	<link>http://redbranch.cgsociety.org/gallery/474633</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1174004481_small.jpg"><br><br>This is my take on Captain Qwark from Insomniac's Ratchet &amp; Clank series. This low poly Character (3619 faces/7238 tris) was built in Maya and a high poly version scuplted in Mudbox in order to generate a normal map. <br />
I'll put new renders up of him posed once he has a skeleton.<br />
<br />
Rendered 100% in Maya. No touch ups in Photoshop]]>
	</description>
	<pubDate>Fri, 16 Mar 2007 00:18:59 +0000</pubDate>
	</item>
	<item>
	<title>GRID character: Co Driver</title>
	<link>http://redbranch.cgsociety.org/gallery/637173</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1212410171_small.jpg"><br><br>The Co Driver model I did for GRID.<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.<br />
Software used: Max, Mudbox, Photoshop and Crazybump.]]>
	</description>
	<pubDate>Fri, 30 May 2008 15:44:10 +0000</pubDate>
	</item>
	<item>
	<title>GRID character: Driver close up</title>
	<link>http://redbranch.cgsociety.org/gallery/637172</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1212410222_small.jpg"><br><br>A close up of the Driver model from 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.]]>
	</description>
	<pubDate>Fri, 30 May 2008 15:42:15 +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/gallerycrits/98750/98750_1212161395_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>GRID character: Team Secretary close up</title>
	<link>http://redbranch.cgsociety.org/gallery/637164</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1212161429_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/637160</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1212161076_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>Fri, 30 May 2008 15:24:56 +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 lo res head study.<br />
]]>
	</description>
	<pubDate>Fri, 28 Mar 2008 23:21:59 +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>GDC are using one of my old characters on their 08 website on the top banner (titled learn):<br />
http://www.gdconf.com/ <br />
With that in mind I thought I'd post a promo piece that this character featured in that I never got round to submitting when I did it originally. All characters and the scene were built in max. <br />
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>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 character I did for Warhammer Online. This Chaos Warrior 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>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>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>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>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>100% 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>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>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>Blood Lands concept 01</title>
	<link>http://redbranch.cgsociety.org/gallery/434099</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1164588960_small.jpg"><br><br>]]>
	</description>
	<pubDate>Sun, 26 Nov 2006 08:10:17 +0000</pubDate>
	</item>
	<item>
	<title>Blood Lands concept 02</title>
	<link>http://redbranch.cgsociety.org/gallery/466449</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1172120257_small.jpg"><br><br>]]>
	</description>
	<pubDate>Thu, 22 Feb 2007 04:57:40 +0000</pubDate>
	</item>
	<item>
	<title>Blood Lands concept 03</title>
	<link>http://redbranch.cgsociety.org/gallery/466998</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/98750/98750_1172273803_small.jpg"><br><br>]]>
	</description>
	<pubDate>Fri, 23 Feb 2007 23:36:45 +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>
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