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	<title>Kit&#039;s Portfolio &#187; human mesh</title>
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	<link>http://estab1986.com/blog</link>
	<description>3D Modelling, Animation and Sculpting</description>
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		<title>16-Feb  Some Zbrush renders</title>
		<link>http://estab1986.com/blog/2011/02/16/16-jan-some-zbrush-renders/</link>
		<comments>http://estab1986.com/blog/2011/02/16/16-jan-some-zbrush-renders/#comments</comments>
		<pubDate>Wed, 16 Feb 2011 13:30:08 +0000</pubDate>
		<dc:creator>Kit</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[female]]></category>
		<category><![CDATA[hard surface sculpting]]></category>
		<category><![CDATA[human mesh]]></category>
		<category><![CDATA[matcap]]></category>
		<category><![CDATA[modelling]]></category>
		<category><![CDATA[retopologizing]]></category>

		<guid isPermaLink="false">http://estab1986.com/blog/?p=128</guid>
		<description><![CDATA[Bulgarov Vitaly made a post on ZBrushCentral on how he render his images using ZBrush and Photoshop. I don&#8217;t plan on exporting different mats and compositing them in Photoshop yet. So I only doubled the size of the document then exported it out with AA Half Sized. Also another render in Flat material for masking [...]]]></description>
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		<slash:comments>1</slash:comments>
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		<title>16-Feb   Finishing touches</title>
		<link>http://estab1986.com/blog/2011/02/16/16-jan-finishing-touches/</link>
		<comments>http://estab1986.com/blog/2011/02/16/16-jan-finishing-touches/#comments</comments>
		<pubDate>Wed, 16 Feb 2011 06:15:02 +0000</pubDate>
		<dc:creator>Kit</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[adaptive skinning]]></category>
		<category><![CDATA[hard surface]]></category>
		<category><![CDATA[hard surface sculpting]]></category>
		<category><![CDATA[human mesh]]></category>
		<category><![CDATA[modelling]]></category>
		<category><![CDATA[pixologic]]></category>
		<category><![CDATA[retopologizing]]></category>
		<category><![CDATA[retopology]]></category>
		<category><![CDATA[sculpting]]></category>
		<category><![CDATA[zbrush]]></category>
		<category><![CDATA[Zsphere]]></category>

		<guid isPermaLink="false">http://estab1986.com/blog/?p=126</guid>
		<description><![CDATA[============================================= STAGE Three&#124; Adding More Details (Continued) ============================================= Hard Surface Sculpting Take 2!. After plenty of trial and error,  the brushes I used to sculpt this are dam standard, smooth, flatten and Planar Line Thin. Still very far off from what Mike Jensen did with his Elite tho. But this will have to do for [...]]]></description>
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		<slash:comments>0</slash:comments>
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		<title>15-Feb   More subtools!</title>
		<link>http://estab1986.com/blog/2010/02/15/15-feb-more-subtools/</link>
		<comments>http://estab1986.com/blog/2010/02/15/15-feb-more-subtools/#comments</comments>
		<pubDate>Sun, 14 Feb 2010 21:20:43 +0000</pubDate>
		<dc:creator>Kit</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[cloth sculpting]]></category>
		<category><![CDATA[human mesh]]></category>
		<category><![CDATA[modelling]]></category>
		<category><![CDATA[pixologic]]></category>
		<category><![CDATA[retopologizing]]></category>
		<category><![CDATA[retopology]]></category>
		<category><![CDATA[sculpting]]></category>
		<category><![CDATA[zbrush]]></category>

		<guid isPermaLink="false">http://estab1986.com/blog/?p=122</guid>
		<description><![CDATA[============================================= STAGE Three&#124; Adding More Details ============================================= Not satisfied with only one hard surface object in the model, I added an air filter in it for more practise. Built with ZSphere and a Sphere3D. From here on in, its all cloth. I started practising with the belt, getting a grip of it before moving to [...]]]></description>
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		<slash:comments>0</slash:comments>
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		<title>12-Feb   Let&#8217;s try more subtools!</title>
		<link>http://estab1986.com/blog/2010/02/12/12-feb-lets-try-more-subtools/</link>
		<comments>http://estab1986.com/blog/2010/02/12/12-feb-lets-try-more-subtools/#comments</comments>
		<pubDate>Fri, 12 Feb 2010 03:44:48 +0000</pubDate>
		<dc:creator>Kit</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[adaptive skinning]]></category>
		<category><![CDATA[alex alvarez]]></category>
		<category><![CDATA[hard surface]]></category>
		<category><![CDATA[hard surface sculpting]]></category>
		<category><![CDATA[human mesh]]></category>
		<category><![CDATA[modelling]]></category>
		<category><![CDATA[pixologic]]></category>
		<category><![CDATA[retopologizing]]></category>
		<category><![CDATA[retopology]]></category>
		<category><![CDATA[sculpting]]></category>
		<category><![CDATA[superaverageman]]></category>
		<category><![CDATA[zbrush]]></category>
		<category><![CDATA[Zsphere]]></category>

		<guid isPermaLink="false">http://estab1986.com/blog/?p=104</guid>
		<description><![CDATA[In the previous posts, I mentioned about utilizing more subtools and adding cloth to my model. So, this time round, I&#8217;m going to try and design a character that fulfills all those above. The subject of the day is: Design And Model A Male Character! ============================================= STAGE ONE &#124; The Base Mesh ============================================= Again starting [...]]]></description>
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		<slash:comments>0</slash:comments>
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		<title>10-Feb   Let&#8217;s Continue Sculpting Part2/2</title>
		<link>http://estab1986.com/blog/2010/02/10/10-feb-lets-continue-sculpting-part22/</link>
		<comments>http://estab1986.com/blog/2010/02/10/10-feb-lets-continue-sculpting-part22/#comments</comments>
		<pubDate>Wed, 10 Feb 2010 01:43:38 +0000</pubDate>
		<dc:creator>Kit</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[alex alvarez]]></category>
		<category><![CDATA[female]]></category>
		<category><![CDATA[human mesh]]></category>
		<category><![CDATA[modelling]]></category>
		<category><![CDATA[pixologic]]></category>
		<category><![CDATA[retopologizing]]></category>
		<category><![CDATA[retopology]]></category>
		<category><![CDATA[sculpting]]></category>
		<category><![CDATA[zbrush]]></category>
		<category><![CDATA[Zsphere]]></category>

		<guid isPermaLink="false">http://estab1986.com/blog/?p=98</guid>
		<description><![CDATA[============================================= STAGE ONE &#124; Adding Details ============================================= Next I rigged a new ZSphere to the head, edit its topology to match parts of the head and then extend that topology to cover the whole head thus creating the base mesh for the hair. Increase its skin thickness then make an adaptive skin before appending it [...]]]></description>
		<wfw:commentRss>http://estab1986.com/blog/2010/02/10/10-feb-lets-continue-sculpting-part22/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<item>
		<title>09-Feb   Let&#8217;s continue sculpting! Part 1/2</title>
		<link>http://estab1986.com/blog/2010/02/09/09-feb-lets-continue-sculpting/</link>
		<comments>http://estab1986.com/blog/2010/02/09/09-feb-lets-continue-sculpting/#comments</comments>
		<pubDate>Tue, 09 Feb 2010 12:01:17 +0000</pubDate>
		<dc:creator>Kit</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[alex alvarez]]></category>
		<category><![CDATA[female]]></category>
		<category><![CDATA[gnomon]]></category>
		<category><![CDATA[human mesh]]></category>
		<category><![CDATA[modelling]]></category>
		<category><![CDATA[pixologic]]></category>
		<category><![CDATA[sculpting]]></category>
		<category><![CDATA[zbrush]]></category>

		<guid isPermaLink="false">http://estab1986.com/blog/?p=91</guid>
		<description><![CDATA[Now that I&#8217;ve warmed up, lets try something harder. The subject of the day is: Model A Female Character! Snooping around ZBrush central I found an interesting post by Eldrice Waliyar on modelling his Miranda Lawson. It&#8217;s always fun to learn how people goes around modelling their stuff. As I have already started modelling this [...]]]></description>
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		<slash:comments>1</slash:comments>
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