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	<title>Kit&#039;s Portfolio &#187; Zsphere</title>
	<atom:link href="http://estab1986.com/blog/tag/zsphere/feed/" rel="self" type="application/rss+xml" />
	<link>http://estab1986.com/blog</link>
	<description>3D Modelling, Animation and Sculpting</description>
	<lastBuildDate>Thu, 08 Dec 2011 14:14:32 +0000</lastBuildDate>
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		<title>26-Feb   Hard Surface Modelling Part 3</title>
		<link>http://estab1986.com/blog/2011/02/26/26-feb-hard-surface-modelling-part-3/</link>
		<comments>http://estab1986.com/blog/2011/02/26/26-feb-hard-surface-modelling-part-3/#comments</comments>
		<pubDate>Sat, 26 Feb 2011 09:15:30 +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[matcap]]></category>
		<category><![CDATA[mecha]]></category>
		<category><![CDATA[modelling]]></category>
		<category><![CDATA[pixologic]]></category>
		<category><![CDATA[render]]></category>
		<category><![CDATA[retopologizing]]></category>
		<category><![CDATA[retopology]]></category>
		<category><![CDATA[robot]]></category>
		<category><![CDATA[sculpting]]></category>
		<category><![CDATA[subtool]]></category>
		<category><![CDATA[zbrush]]></category>
		<category><![CDATA[Zsphere]]></category>

		<guid isPermaLink="false">http://estab1986.com/blog/?p=155</guid>
		<description><![CDATA[============================================= STAGE FIVE  &#124; Renders ============================================= Okay, here goes nothing, the final version. Heres some renders with the &#8220;Knives&#8221; Inspired by Bulgarov Vitaly&#8217;s post on rendering, I managed to churn out some composite renders below. For some reason my comp slows down to a crawl after changing the material a couple of times so I re-pose [...]]]></description>
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		<slash:comments>0</slash:comments>
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		<title>25-Feb   Hard Surface Modelling Part 2</title>
		<link>http://estab1986.com/blog/2011/02/25/25-feb-hard-surface-modelling-part-2/</link>
		<comments>http://estab1986.com/blog/2011/02/25/25-feb-hard-surface-modelling-part-2/#comments</comments>
		<pubDate>Fri, 25 Feb 2011 08:11:55 +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[mecha]]></category>
		<category><![CDATA[modelling]]></category>
		<category><![CDATA[pixologic]]></category>
		<category><![CDATA[retopologizing]]></category>
		<category><![CDATA[retopology]]></category>
		<category><![CDATA[robot]]></category>
		<category><![CDATA[sculpting]]></category>
		<category><![CDATA[smoothing]]></category>
		<category><![CDATA[subtool]]></category>
		<category><![CDATA[zbrush]]></category>
		<category><![CDATA[Zsphere]]></category>

		<guid isPermaLink="false">http://estab1986.com/blog/?p=153</guid>
		<description><![CDATA[============================================= STAGE THREE&#124; Smoothing ============================================= Okay, here goes nothing, all the bumpy surfaces gotta go! Referring back to Mike Jensen&#8217;s post, he mentioned using hPolish to smooth things out. So, what I did to smooth out the model was to first define the edges using Dam Standard with custom alpha, then use hPolish (combination of [...]]]></description>
		<wfw:commentRss>http://estab1986.com/blog/2011/02/25/25-feb-hard-surface-modelling-part-2/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>20-Feb   Hard Surface Sculpting</title>
		<link>http://estab1986.com/blog/2011/02/20/20-feb-hard-surface-sculpting/</link>
		<comments>http://estab1986.com/blog/2011/02/20/20-feb-hard-surface-sculpting/#comments</comments>
		<pubDate>Sun, 20 Feb 2011 08:09:44 +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[mecha]]></category>
		<category><![CDATA[modelling]]></category>
		<category><![CDATA[pixologic]]></category>
		<category><![CDATA[retopologizing]]></category>
		<category><![CDATA[retopology]]></category>
		<category><![CDATA[robot]]></category>
		<category><![CDATA[sculpting]]></category>
		<category><![CDATA[zbrush]]></category>
		<category><![CDATA[Zsphere]]></category>

		<guid isPermaLink="false">http://estab1986.com/blog/?p=136</guid>
		<description><![CDATA[A few posts ago, I mentioned being inspired by Mike Jensen and his Elite model, and after that he posted another amazing post on Polycount (which later featured on toprow of ZBrushCentral). In his new post in Polycount theres a link to this Korean ZBrush artist by the name of Dilblo. So using these two [...]]]></description>
		<wfw:commentRss>http://estab1986.com/blog/2011/02/20/20-feb-hard-surface-sculpting/feed/</wfw:commentRss>
		<slash:comments>1</slash:comments>
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		<item>
		<title>17-Feb   Penguin</title>
		<link>http://estab1986.com/blog/2011/02/17/17-jan-penguin/</link>
		<comments>http://estab1986.com/blog/2011/02/17/17-jan-penguin/#comments</comments>
		<pubDate>Thu, 17 Feb 2011 02:06:26 +0000</pubDate>
		<dc:creator>Kit</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[cloth sculpting]]></category>
		<category><![CDATA[coloring]]></category>
		<category><![CDATA[modelling]]></category>
		<category><![CDATA[monster]]></category>
		<category><![CDATA[painting]]></category>
		<category><![CDATA[penguin]]></category>
		<category><![CDATA[pixologic]]></category>
		<category><![CDATA[polypaint]]></category>
		<category><![CDATA[rachel]]></category>
		<category><![CDATA[ree]]></category>
		<category><![CDATA[retopologizing]]></category>
		<category><![CDATA[retopology]]></category>
		<category><![CDATA[sculpting]]></category>
		<category><![CDATA[speakyst]]></category>
		<category><![CDATA[texture]]></category>
		<category><![CDATA[zbrush]]></category>
		<category><![CDATA[Zsphere]]></category>

		<guid isPermaLink="false">http://estab1986.com/blog/?p=130</guid>
		<description><![CDATA[After finishing my previous renders, my girlfriend showed me her work and asked me to model it. 12 am in the morning. So here it is! 2 hours work. I enjoyed modelling it a lot in the end tho. After getting the base mesh right using ZSphere, I detailed the skull using the claytube brush [...]]]></description>
		<wfw:commentRss>http://estab1986.com/blog/2011/02/17/17-jan-penguin/feed/</wfw:commentRss>
		<slash:comments>0</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>
		<wfw:commentRss>http://estab1986.com/blog/2011/02/16/16-jan-finishing-touches/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<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>
		<wfw:commentRss>http://estab1986.com/blog/2010/02/12/12-feb-lets-try-more-subtools/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<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>
		</item>
		<item>
		<title>08-Jan   Let&#8217;s get started! (Part 2/2)</title>
		<link>http://estab1986.com/blog/2010/01/08/week-1-lets-get-started-part-22/</link>
		<comments>http://estab1986.com/blog/2010/01/08/week-1-lets-get-started-part-22/#comments</comments>
		<pubDate>Fri, 08 Jan 2010 00:30:02 +0000</pubDate>
		<dc:creator>Kit</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[adaptive skinning]]></category>
		<category><![CDATA[coloring]]></category>
		<category><![CDATA[creature]]></category>
		<category><![CDATA[modelling]]></category>
		<category><![CDATA[monster]]></category>
		<category><![CDATA[painting]]></category>
		<category><![CDATA[pixologic]]></category>
		<category><![CDATA[polypaint]]></category>
		<category><![CDATA[sculpting]]></category>
		<category><![CDATA[texture]]></category>
		<category><![CDATA[Zsphere]]></category>

		<guid isPermaLink="false">http://estab1986.com/blog/?p=51</guid>
		<description><![CDATA[======================================================= STAGE THREE  &#124;  Texturing the Monster ======================================================= Usually texturing is done in Photoshop, but because I wanted to learn more about ZBrush let&#8217;s try doing it in ZBrush! First, choose a base material. For this Monster, I used MatCap White. Then put in the base colour for the different parts of the monster as [...]]]></description>
		<wfw:commentRss>http://estab1986.com/blog/2010/01/08/week-1-lets-get-started-part-22/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>06-Jan   Let&#8217;s get started! (Part 1/2)</title>
		<link>http://estab1986.com/blog/2010/01/06/week-1/</link>
		<comments>http://estab1986.com/blog/2010/01/06/week-1/#comments</comments>
		<pubDate>Wed, 06 Jan 2010 11:16:31 +0000</pubDate>
		<dc:creator>Kit</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[adaptive skinning]]></category>
		<category><![CDATA[creature]]></category>
		<category><![CDATA[modelling]]></category>
		<category><![CDATA[monster]]></category>
		<category><![CDATA[sculpting]]></category>
		<category><![CDATA[Zsphere]]></category>

		<guid isPermaLink="false">http://estab1986.com/blog/?p=46</guid>
		<description><![CDATA[After finally finished my degree in Multimedia Design in Curtin, I&#8217;ve finally found some time to do what I really want. Model some stuff, learn more 3D softwares etc etc etc. So I set off by giving myself deadline! 1 Piece Per Week! Time management is key! Not only it helps by reducing procrastination, having [...]]]></description>
		<wfw:commentRss>http://estab1986.com/blog/2010/01/06/week-1/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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