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<rss version="2.0">
<channel>
<title>jayedwards's CGPortoflio Gallery</title>
<link>http://jayedwards.cgsociety.org/gallery/</link>
<description>jayedwards's gallery of images</description>
<language>en-us</language>
<ttl>120</ttl>
	<item>
	<title>Lead Character 2</title>
	<link>http://jayedwards.cgsociety.org/gallery/586336</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/64681/64681_1200860920_small.jpg"><br><br>This is the last final head model for my lead character for my graphic novel. Its gone thru a few incarnations over the last couple of years and now Ive reached a point where I need to start using the character and stop tweaking it. So here you go..<br />
<br />
The model was started in Maya as a subd, then converted to poly and zbrushed into the final shape and form. Textures were done in Zbrush from hi rez images and finalised using custom skin brushes in PS.]]>
	</description>
	<pubDate>Sun, 20 Jan 2008 20:29:14 +0000</pubDate>
	</item>
	<item>
	<title>Lead Character</title>
	<link>http://jayedwards.cgsociety.org/gallery/586333</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/64681/64681_1200860175_small.jpg"><br><br>This is the last final head model for my lead character for my graphic novel. Its gone thru a few incarnations over the last couple of years and now Ive reached a point where I need to start using the character and stop tweaking it. So here you go..<br />
<br />
The model was started in Maya as a subd, then converted to poly and zbrushed into the final shape and form. Textures were done in Zbrush from hi rez images and finalised using custom skin brushes in PS.]]>
	</description>
	<pubDate>Sun, 20 Jan 2008 20:16:50 +0000</pubDate>
	</item>
	<item>
	<title>Lead Character_Final</title>
	<link>http://jayedwards.cgsociety.org/gallery/611111</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/64681/64681_1206130252_small.jpg"><br><br>This is the fulll completed model of the main character for my online webcomic/graphic novel. I wasnt actually going to release any images of her (fully) until she appeared properly in the story, but I wanted to update my portfolio with something so here she is! She was made in Maya, Sculpted in Zb and textured with Photoshop again with help from Zbrush]]>
	</description>
	<pubDate>Thu, 20 Mar 2008 20:53:00 +0000</pubDate>
	</item>
	<item>
	<title>Character disguise</title>
	<link>http://jayedwards.cgsociety.org/gallery/612275</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/64681/64681_1206314613_small.jpg"><br><br>Another version of the main character for my graphic novel. Again it was all modeled mainly in Maya with textures being done in Photoshop and Zbrush. The poncho was sculpted in the latter.]]>
	</description>
	<pubDate>Sun, 23 Mar 2008 23:23:36 +0000</pubDate>
	</item>
	<item>
	<title>Nicolas Sarkosy_HeadCases</title>
	<link>http://jayedwards.cgsociety.org/gallery/622508</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/64681/64681_1209729206_small.jpg"><br><br>This has got to be my favourite character model I made for the ITV production HeadCases, a satirical programme about the world of Celebrities and Politcians.<br />
<br />
The model started from concept sketches by a talented guy called Mark Reeve.  I then modelled it using Maya and Zbrush with textures being done in Photoshop. This model took around 2-3 days to complete. <br />
<br />
Enjoy!!]]>
	</description>
	<pubDate>Fri, 18 Apr 2008 14:42:22 +0000</pubDate>
	</item>
	<item>
	<title>Condoleeza Rice - HeadCases</title>
	<link>http://jayedwards.cgsociety.org/gallery/626355</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/64681/64681_1209729247_small.jpg"><br><br>This is one of my other faves for the show HeadCases. It was a real pleasure and pain to work on at the same time as the designs for the front and profile were both a little different from each other, so if you modeled a certain way in the front, proportions were out in the profile, but along with a little overseeing from the character designer, I think we found the perfect balance which satisfied the Director - which is always a good thing!<br />
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One small detail on the model which isn't quite prominent here is that she has blades sticking out of the front of her shoes like Bond Villain, Rosa Klebb in From Russia With Love<br />
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Again all done with Maya, Zbrush and Photoshop.<br />
<br />
enjoy!!]]>
	</description>
	<pubDate>Tue, 29 Apr 2008 10:59:31 +0000</pubDate>
	</item>
	<item>
	<title>Bono - HeadCases</title>
	<link>http://jayedwards.cgsociety.org/gallery/626352</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/64681/64681_1209729289_small.jpg"><br><br>Its God himself!! Well he thinks he is. Yep its Bono of course. <br />
<br />
This model was a bit 'special' because the head was done a couple of times to no avail and it ended up on my desk so along with the character designer Mark Reeve (who helped supervise while I modeled it) I ended up basically rebuilding it along with the rest of the model. The only thing I didnt do on this particular character were the glasses, they were the best bit from the older version, I cant remeber who did them - sorry dude!. The body shape had to be revised from the original design in order for proportions to work for MoCap. Overall a great one to work on!<br />
<br />
Enjoy!!]]>
	</description>
	<pubDate>Tue, 29 Apr 2008 10:50:19 +0000</pubDate>
	</item>
	<item>
	<title>Jacqui Smith - HeadCases</title>
	<link>http://jayedwards.cgsociety.org/gallery/626344</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/64681/64681_1209729331_small.jpg"><br><br>Yet another character for ITVs HeadCases series of politician Jacqui Smith. All done from a sketch by talented artist Mark Reeve.<br />
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Again all modeled in Maya and Zbrush along with textures in Zbrush and Photoshop.<br />
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The final texture for her chest is not seen here, though I did create it and can be seen on the show whenever her top lowers revealing her cleavage, I wont say anymore you'll have to see for yourself...enjoy!!]]>
	</description>
	<pubDate>Tue, 29 Apr 2008 10:41:51 +0000</pubDate>
	</item>
	<item>
	<title>David Cameron 2 - HeadCases</title>
	<link>http://jayedwards.cgsociety.org/gallery/626340</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/64681/64681_1209729381_small.jpg"><br><br>Another character model of David Cameron I made for the ITV production HeadCases, a satirical programme about the world of Celebrities and Politcians. This time he's dressed as a public schoolboy<br />
<br />
The model started from concept sketches by a talented guy called Mark Reeve.  I then modelled it using Maya and Zbrush with textures being done in Photoshop. This model took around 2-3 days to complete. <br />
<br />
Enjoy!!]]>
	</description>
	<pubDate>Tue, 29 Apr 2008 10:27:35 +0000</pubDate>
	</item>
	<item>
	<title>DavidCameron - HeadCases</title>
	<link>http://jayedwards.cgsociety.org/gallery/626339</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/64681/64681_1209729424_small.jpg"><br><br>Another character model I made for the ITV production HeadCases, a satirical programme about the world of Celebrities and Politcians.<br />
<br />
This model of Politician, David Cameron started from concept sketches by a talented guy called Mark Reeve.  I then modelled it using Maya and Zbrush with textures being done in Photoshop. This model took around 2-3 days to complete. <br />
<br />
Enjoy!!]]>
	</description>
	<pubDate>Tue, 29 Apr 2008 10:25:11 +0000</pubDate>
	</item>
	<item>
	<title>President Ahmadinejad -HeadCases</title>
	<link>http://jayedwards.cgsociety.org/gallery/626342</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/64681/64681_1209729489_small.jpg"><br><br>Another character made for ITVs satire show, HeadCases.<br />
<br />
The model was made from an original sketch by talented character designer Mark Reeve. The model was made in Maya and Zbrush along with Photoshop and again Zbrush for very light texturing.<br />
<br />
Enjoy!!]]>
	</description>
	<pubDate>Tue, 29 Apr 2008 10:36:02 +0000</pubDate>
	</item>
	<item>
	<title>FabioCapello_EnglandManager_HeadCase</title>
	<link>http://jayedwards.cgsociety.org/gallery/622514</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/64681/64681_1209729529_small.jpg"><br><br>This is yet another one of my favourite character models I made for the ITV production HeadCases, a satirical programme about the world of Celebrities and Politcians.<br />
<br />
The model started from concept sketches by a talented guy called Mark Reeve.  I then modelled it using Maya and Zbrush with textures being done in Photoshop. This model took around 2-3 days to complete ]]>
	</description>
	<pubDate>Fri, 18 Apr 2008 15:11:00 +0000</pubDate>
	</item>
	<item>
	<title>Amy WineHouse_HeadCases</title>
	<link>http://jayedwards.cgsociety.org/gallery/622513</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/64681/64681_1209729558_small.jpg"><br><br>This is one of my favourite character models I made for the ITV production HeadCases, a satirical programme about the world of Celebrities and Politcians.<br />
<br />
The model started from concept sketches by a talented guy called Mark Reeve.  I then modelled it using Maya and Zbrush with textures being done in Photoshop. This model took around 2-3 days to complete ]]>
	</description>
	<pubDate>Fri, 18 Apr 2008 15:04:32 +0000</pubDate>
	</item>
	<item>
	<title>Madonna_HeadCases</title>
	<link>http://jayedwards.cgsociety.org/gallery/622505</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/64681/64681_1209729595_small.jpg"><br><br>Another one of my favourite character models I made for the ITV production HeadCases, a satirical programme about the world of Celebrities and Politcians. <br />
<br />
The model started from concept sketches by a talented guy called Mark Reeve.  I then modelled it using Maya and Zbrush with textures being done in Photoshop. This model took around 2-3 days to complete. The skin texture was changed by the time it was rigged and ready for animation to a more fleshy color, but still not quite as pale]]>
	</description>
	<pubDate>Fri, 18 Apr 2008 14:39:56 +0000</pubDate>
	</item>
	<item>
	<title>Jordan_aka_Katie Price_HeadCases</title>
	<link>http://jayedwards.cgsociety.org/gallery/622511</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/64681/64681_1209729638_small.jpg"><br><br>This is a model of the 'model' Jordan made for the ITV production HeadCases, a satirical programme about the world of Celebrities and Politcians.<br />
<br />
The model started from concept sketches by a talented guy called Mark Reeve.  I then modelled it using Maya and Zbrush with textures being done in Photoshop. This was actually a complete rebuild from head to toe as there were quite a few problems with the original not matching up to the design by Mark, so he and myself spent nearly a week just before Christmas last year getting this right. It was one of the least enjoyable ones to do because of the problems we had to overcome. Out of the textures, I only managed to sort the face out as there was a a real push for the model to be rigged and get animated for the first episode that was released a few weeks back]]>
	</description>
	<pubDate>Fri, 18 Apr 2008 14:53:26 +0000</pubDate>
	</item>
	<item>
	<title>JasonEdwardsShowReel2007</title>
	<link>http://jayedwards.cgsociety.org/gallery/545810</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/64681/64681_1191320904_small.jpg"><br><br>This is a mixture of work that Ive done in the last year or so. Theres a range of work from stylised character heads all modelled and textured by myself they include  blendshapes, full character body and rigging along with texturing, followed by some environment models all of which were modelled, textured, lit and rendered by myself also]]>
	</description>
	<pubDate>Tue, 02 Oct 2007 10:28:28 +0000</pubDate>
	</item>
	<item>
	<title>Cold Outlook</title>
	<link>http://jayedwards.cgsociety.org/gallery/549342</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/64681/64681_1192135254_small.jpg"><br><br>This is for a friends website, inspired by many beautiful vistas we see around the forums. The main part of the image was done in using Terragen, a great piece of software. The balcony and towers were modelled in Maya and textured very quickly in Photoshop in about an hour. The whole thing took around half a day to do, from the concept to final retouching. Enjoy!]]>
	</description>
	<pubDate>Thu, 11 Oct 2007 20:40:56 +0000</pubDate>
	</item>
	<item>
	<title>Outlaws - Farmland</title>
	<link>http://jayedwards.cgsociety.org/gallery/537800</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/64681/64681_1189264895_small.jpg"><br><br>This is a final shot for my Outlaws Tales graphic novel project. the whole scene is modelled entirely in Maya, textured in PS and was rendered in passes in Mental Ray including an ambient occlusion render. The PFX grass and trees were rendered using Maya Software. <br />
<br />
The image was then retouched in Photoshop using rain elements created in Maya PFX which were then comped into the shot along with the mist. The rolling hills in the background was a hi res digital image I took specifically whilst on holiday in the beautiful english countryside in 2006, and was finally used in May 2007! talk about take your time! enjoy... ]]>
	</description>
	<pubDate>Sat, 08 Sep 2007 15:21:39 +0000</pubDate>
	</item>
	<item>
	<title>The Approaching Storm - Concept</title>
	<link>http://jayedwards.cgsociety.org/gallery/537802</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/64681/64681_1189265752_small.jpg"><br><br>This is a concept piece done in Photoshop. I was basically freshing out ideas for scenes I have to create from the script of my personal project. I was experimenting with the contrasting colors and using the clouds on the horizon to emphasize the point of an oncoming threat.]]>
	</description>
	<pubDate>Sat, 08 Sep 2007 15:35:59 +0000</pubDate>
	</item>
	<item>
	<title>Vehicle Concept</title>
	<link>http://jayedwards.cgsociety.org/gallery/620371</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/64681/64681_1208100212_small.jpg"><br><br>This is a possible vehicle concept for my project, Outlaws Tales, though if I dont use it for that in particular I may do a one off image based on the PS2 game racing game Wipeout Fusion, or something along those lines. Again its done in felt pen and marker pen - on paper!<br />
<br />
Anyway as you can see the design itself is one for speed and speed purposes only so I may end up doing the racing image afterall, anyways whatever ever the outcome....enjoy the pic.]]>
	</description>
	<pubDate>Sun, 13 Apr 2008 15:23:35 +0000</pubDate>
	</item>
	<item>
	<title>Main Character Concept</title>
	<link>http://jayedwards.cgsociety.org/gallery/620381</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/64681/64681_1208101452_small.jpg"><br><br>This is another Character concept for my project Outlaws Tales.<br />
<br />
Its been done in a very loose way using marker and felt pen again.  I knew what I wanted in my minds eye and wanted to just go for it, and see what the outcome would be, instead of planning it out, its been done in a similar way to the last character concept on here. <br />
<br />
enjoy!]]>
	</description>
	<pubDate>Sun, 13 Apr 2008 15:44:16 +0000</pubDate>
	</item>
	<item>
	<title>Outlaws Tales Character Concept</title>
	<link>http://jayedwards.cgsociety.org/gallery/620161</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/64681/64681_1208036147_small.jpg"><br><br>This design was inspired by an Aaron McBride image I saw of Darth Maul reincarnated in the Star Wars graphic novel, Visionaries.<br />
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As you can see its a very rough concept done in felt and marker pen.<br />
<br />
Ive been looking around for ideas for one mean looking villain for part of my own graphic novel and this was it. I basically took the half man/machine idea suggested by Mcbride and turned it into my own version of a character which I hope in turn you'll like as much as I did the original.<br />
<br />
I have a character in my novel who is already part cyborg (here in the 3d gallery of my portfolio) and I felt he needed an accomplice for his back story which comes out in the main story of Outlaws Tales...again this was and is it.<br />
<br />
enjoy, oh and thanks to Aaron McBride for the inspiration]]>
	</description>
	<pubDate>Sat, 12 Apr 2008 21:35:49 +0000</pubDate>
	</item>
	<item>
	<title>Nomad</title>
	<link>http://jayedwards.cgsociety.org/gallery/342901</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/64681/64681_1144435841_small.jpg"><br><br>This image was part of a daily sketch challenge that my friends/colleagues partake in. the challenge is usually 30mins long but for this piece we were each allowed to spend exactly 1hour. Regardless of its state at the end of the time set for the images, we always showcase them on the wall afterwards and have a bit of a critique session of the 'hows' and 'whys' and any difficulties that we each may have in certain areas. 'Nomad' was the word I chose for everybody to translate for this exercise. I was pretty pleased with the image so I'm using as concept for a personal project. Enjoy]]>
	</description>
	<pubDate>Fri, 07 Apr 2006 18:50:44 +0000</pubDate>
	</item>
	<item>
	<title>Liv Anders (Heroine)</title>
	<link>http://jayedwards.cgsociety.org/gallery/341068</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/64681/64681_1144098847_small.jpg"><br><br>This is a revised version of the girl character that was here previously. I've already begun the task of re-modelling her in Maya using subds and polys.<br />
<br />
This image was done entirely in Photoshop without any reference whatsoever except a very rough sketch that I'd done in a ballpoint pen between renders at work!]]>
	</description>
	<pubDate>Mon, 03 Apr 2006 21:14:09 +0000</pubDate>
	</item>
	<item>
	<title>SuperLemon</title>
	<link>http://jayedwards.cgsociety.org/gallery/520848</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/64681/64681_1185052965_small.jpg"><br><br>This is Larry The SuperLemon. He was created as a test 'Icon' character for an upcoming internet company. Unfortunately it didnt get any further than being just a test, but I love the character and the image so much I thought it best have a place in my portfolio.<br />
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He was created solely in Maya and is completely rigged with about a dozen facial expressions. Although simple, he was textured using Photoshop.]]>
	</description>
	<pubDate>Sat, 21 Jul 2007 21:22:50 +0000</pubDate>
	</item>
	<item>
	<title>'Pirates' Stylee</title>
	<link>http://jayedwards.cgsociety.org/gallery/536805</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/64681/64681_1189017844_small.jpg"><br><br>This character was created primarily for an online challenge - Pirates vs Ninjas! So I chose Pirates (obviously) Although I didnt have to go down the Pirates Of The Caribbean, I wanted to because those movies are such fun, and now with software such as Zbrush available to create the weird and wonderful I really couldnt resist. The base mesh was created in Maya and holds around 6k polys, the anemone and head bands are also Maya based. Everything was then imported in to Zbrush as Subtools, separated where needed and then I set about doing the sculpting. Although I had some rough sketches to go with I still couldnt help myself and just went wild with it all. After finally settling down and getting the sculpt right I set about using the poly painting tools in Zbrush to create the textures and apply different materials to each object. The render was done in Zbrush too using 2 sunlights. I then did some small tickling in Photoshop to finish it off. Overall this was an absolute joy to create in Zbrush right down to the final render and I sures hell learnt a fair bit on the way! Enjoy!!]]>
	</description>
	<pubDate>Wed, 05 Sep 2007 18:44:11 +0000</pubDate>
	</item>
	<item>
	<title>Outlaw</title>
	<link>http://jayedwards.cgsociety.org/gallery/439477</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/64681/64681_1165819626_small.jpg"><br><br>This is a character for my ongoing graphic novel that Im hoping to launch online in May 2007. As the title of this piece suggests, he is an Outlaw. <br />
Anyways, production wise, the base mesh was done in Maya, then sculpted and textured in Zbrush. Finalising and cleaning up of the textures were done in Photoshop, then back into Z brush to fix the seams (a godsend!) The hair/brows were done once again using Maya PFX, with guide curves for hair placement. The Brows were painted straight on the mesh, which is great, and saves time without having to do sdks like on poly brows. This guy has ten specific blend shapes, as its all he needs for his small part in my story. Enjoy]]>
	</description>
	<pubDate>Sun, 10 Dec 2006 22:03:24 +0000</pubDate>
	</item>
	<item>
	<title>Liv</title>
	<link>http://jayedwards.cgsociety.org/gallery/430334</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/64681/64681_1163690377_small.jpg"><br><br>This is the lead character for my graphic novel that is currently in the works ,  its been an on going project in my spare time for the last 3 years, I  had to remodel this as the first version was just awful compared to later characters.<br />
<br />
Its been modelled and textured using Maya, Photoshop and Z brush. The model you see here is a subd for now while I work on the characters expressions, its just easier going to a lo poly mesh to do those. The textures for the face were all done in PS  using my own custom brushes and are ALL hand painted, by this I mean no photos were used in the actual texture, just for reference purpose only. The texture for the hair was done in Z brush. I wanted to see how well I could paint the hair without worrying about the seams.  The hair strands are Paint fx on curves. They were a bit of a task to do but hey, they are good enough for this type of thing, well Im happy with it anyway - enjoy! ]]>
	</description>
	<pubDate>Thu, 16 Nov 2006 15:19:42 +0000</pubDate>
	</item>
	<item>
	<title>Cyber_Thug Head</title>
	<link>http://jayedwards.cgsociety.org/gallery/327685</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/64681/64681_1142016248_small.jpg"><br><br> Heres a closer look at the texture of this guy. I was compelled to show this as I've been asked occasionally if I did any of the detail in Z-brush, unfortunately - no.]]>
	</description>
	<pubDate>Fri, 10 Mar 2006 18:44:10 +0000</pubDate>
	</item>
	<item>
	<title>Cyber-Thug</title>
	<link>http://jayedwards.cgsociety.org/gallery/327677</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/64681/64681_1142015222_small.jpg"><br><br> This ugly looking guy is again part of my 'in progress' graphic novel. He has mechanical appendages due to being involved in a raid that contained hi explosives. <br />
<br />
 The model was made in Maya from Subds and textured in Photoshop. Once the facial expressions are complete the character will be converted to poly for rigging. Enjoy...]]>
	</description>
	<pubDate>Fri, 10 Mar 2006 18:27:03 +0000</pubDate>
	</item>
	<item>
	<title>Thug_Head</title>
	<link>http://jayedwards.cgsociety.org/gallery/327694</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/64681/64681_1142017429_small.jpg"><br><br> Heres a closer view of this Characters head. For the skin texture I used a combination of images of my own skin and also blend those with some custom brushes in Photoshop.]]>
	</description>
	<pubDate>Fri, 10 Mar 2006 19:03:51 +0000</pubDate>
	</item>
	<item>
	<title>Thug_Outlaw</title>
	<link>http://jayedwards.cgsociety.org/gallery/327673</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/64681/64681_1142014853_small.jpg"><br><br> This guy is for my 'in progress' graphic novel. Hes your run-of-the-mill bad guy who will end up getting whats coming to him. <br />
<br />
 He was made entirely from SubDs in Maya with texturing done in Photoshop. The model will be converted to poly for rigging after the facial expression are completed. Enjoy... ]]>
	</description>
	<pubDate>Fri, 10 Mar 2006 18:20:55 +0000</pubDate>
	</item>
	<item>
	<title>Stan 'The Fan'</title>
	<link>http://jayedwards.cgsociety.org/gallery/336256</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/64681/64681_1143314541_small.jpg"><br><br> Stan is basically a nutcase and suffers from schizophrenia. His 'other' self thinks hes a member of the A-team. The character is from a 3d comic strip, created in Maya and textured in Photoshop from hi res images and lots of editing!!<br />
<br />
 The model has 28 facial blend shapes that  are controlled by an attribute outside of the the rig  (so the operators dont have to select the head itself) and has a neck consisting of 5 joints, that are controlled by an expression.]]>
	</description>
	<pubDate>Sat, 25 Mar 2006 19:22:23 +0000</pubDate>
	</item>
	<item>
	<title>Toni Bergonzi</title>
	<link>http://jayedwards.cgsociety.org/gallery/537796</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/64681/64681_1189263445_small.jpg"><br><br>My latest character creation for the online comic strip, the Premier - Toni Bergonzi. A flamboyant Italian to say the least, who has recently taken over the role of team captain from Wayne Smalls (see gallery)<br />
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Once again this character derived from my default male character head, using a parametric blend shape technique in Maya to 'extract' the facial expressions and Toni's default face. This time however I took all of his blend shapes into Zbrush to coax them into shape quicker than traditional point pulling in Maya. The textures derived from that of the Decker McPherson (see gallery) and were modified where necessary to obtain the correct tones . Enjoy!]]>
	</description>
	<pubDate>Sat, 08 Sep 2007 14:57:30 +0000</pubDate>
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	<item>
	<title>Paige </title>
	<link>http://jayedwards.cgsociety.org/gallery/537789</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/64681/64681_1189261939_small.jpg"><br><br>This is Paige Turner one of my most recent character creations for the online comic strip The Premier. The idea for this character you could say was based on Lara Croft/Han Solo, but without the guns blazing, but you'd still need to watch out as Paige certainly packs a punch. She owns the company 'Island Hoppers' a disbanded tourist attraction that is now more a delivery service than any thing else. <br />
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Anyway, this model was created from scratch instead of using parallel blend shapes from my Male character head. She was modelled entirely from Polys converting to SubDs for tweaks and facial expressions (3 of which are seen here), of which she has about 35, then lastly converted back to a hi res poly model which has about 14,500 - 15,000 polys. All textures are 4k and are hand painted even the hair which was done in PS and Zbrush.  Enjoy!]]>
	</description>
	<pubDate>Sat, 08 Sep 2007 14:32:30 +0000</pubDate>
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	<item>
	<title>Duncan 'Decker' McPherson</title>
	<link>http://jayedwards.cgsociety.org/gallery/391976</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/64681/64681_1155245801_small.jpg"><br><br>This is a re-modeled character from my daytime job, from the online comic strip 'The Premier'. The comic is about the lives of an english Premiership football squad.  The character shown is a stereo typed Scotsman, as hard as nails, and ginger haired. The original model had lots of tris in it and the morph targets were anatomicaly wrong. I've redone the entire model from scratch using Maya SDs converted to Poly for final output, the hair was my first real outing with the Fur Module in Maya, although fairly simple in style it was a bit of a mission to sort out. The actual face is the same mesh as the Stan Character here in my portfolio and utilising the parallel setting in the blendshape editor I was able to use the same targets for this character from that of Stan with minor adjusting where required. There are 30 blend shapes in all.]]>
	</description>
	<pubDate>Thu, 10 Aug 2006 21:36:45 +0000</pubDate>
	</item>
	<item>
	<title>Carl Jackson</title>
	<link>http://jayedwards.cgsociety.org/gallery/411669</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/64681/64681_1159694849_small.jpg"><br><br>This is a new character from my daytime job, from the online comic strip 'The Premier' as I've mentioned in the last two character head entries.  The character shown is  a young 16 year old tearaway who comes from a single parent family, unfortunately he mixes with the wrong crowd. <br />
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The actual face is the same mesh as the Stan and Decker Characters here in my portfolio and again, utilising the parallel setting in the blendshape editor I was able to use the same targets for this character from that of the original base mesh with minor adjusting where required. I decided to 'sculpt' the hair on the final model rather than make a separate cap. There were a few issues with the bump maps because of this but I manage to keep a happy balance. For the 'beard'/'peach fuzz', I again used Maya Fur. This character has 30 blend shapes in all. This was probably the quickest design and output on character head Ive done so far, including the blends, it took around 8 days.]]>
	</description>
	<pubDate>Sun, 01 Oct 2006 09:27:33 +0000</pubDate>
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	<item>
	<title>Wayne Smalls</title>
	<link>http://jayedwards.cgsociety.org/gallery/425202</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/64681/64681_1162643909_small.jpg"><br><br>This is the main character for the 3d comic strip I help to produce on a daily basis. Ive just remodelled this guy using Maya in under a week complete with 30 blend shape expressions. The original model was a customised poser head which was just awful, with tri's and oddities in the mesh all over the place. All the texturing is hand painted using my own photoshop custom brushes and images for reference from www.3d.sk. The mesh again is the same as used on the previous three characters in my portfolio here. By creating the characters this way it cuts down the production time of having to resculpt the blend shapes everytime and only having to correct the odd shape deformations if need be...enjoy]]>
	</description>
	<pubDate>Sat, 04 Nov 2006 12:33:41 +0000</pubDate>
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	<item>
	<title>The Captain Scores</title>
	<link>http://jayedwards.cgsociety.org/gallery/436245</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/64681/64681_1165003820_small.jpg"><br><br>This is the completed Football/Soccer model of Wayne Smalls (The head model is in the gallery already). The entire model was done by myself from start to finish including the textures and uv plus the facial and body rigs. The limbs, head, socks and boots are poly modeled, but the shirt and shorts are a subdivision surface, both of which have wrap deformers to allow for corrective blendshapes to give a more realistic look to the deforming clothes. This model is showing the 2006/2007 team colors which was designed by myself and my colleagues - I did not however, create this actual Team Kit as far as the texture is concerned for this piece. Enjoy]]>
	</description>
	<pubDate>Fri, 01 Dec 2006 20:10:23 +0000</pubDate>
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	<item>
	<title>Team Mate</title>
	<link>http://jayedwards.cgsociety.org/gallery/436252</link>
	<description><![CDATA[<img src="http://features.cgsociety.org/gallerycrits/64681/64681_1165005070_small.jpg"><br><br>This is the completed Football/Soccer model of Decker McPherson(The head model is in the gallery already). The entire model was done by myself from start to finish including the textures and uv plus the facial and body rigs. The limbs, head, socks and boots are poly modeled, but the shirt and shorts are a subdivision surface, both of which have wrap deformers to allow for corrective blendshapes to give a more realistic look to the deforming clothes. This model is showing the 2006/2007 team colors which was designed by myself and my colleagues - I did not however, create this actual Team Kit as far as the texture is concerned for this piece. Enjoy]]>
	</description>
	<pubDate>Fri, 01 Dec 2006 20:31:13 +0000</pubDate>
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