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	<title>dinky Images RSS feed - Mod DB</title>
	<description>Subscribe to the Mod DB dinky image feed, and get the latest eye candy as it is posted.</description>
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	<pubDate>Fri, 21 Nov 2008 14:32:51 -0600</pubDate>
	<copyright>Copyright 2008, DesuraNET Pty Ltd</copyright>
	<category>Media</category>
	<ttl>180</ttl>
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		<title>Mod DB</title>
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		<title>Anath</title>
		<link>http://www.moddb.com/members/dinky/images/anath</link>
		<pubDate>Fri, 22 Aug 2008 03:26:25 -0500</pubDate>
		<description>A current WIP of a character I&#39;m working on really slowly. I&#39;ll be able to pickup speed sometime next week or so.

This is just WIP. I modeled him in Maya, and this is a screenshot of him in ZBrush. I only sculpted on him for 20 or so minutes.</description>
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	<item>
		<title>Torso</title>
		<link>http://www.moddb.com/members/dinky/images/torso1</link>
		<pubDate>Wed, 04 Jun 2008 23:47:30 -0500</pubDate>
		<description>This is a torso I did just for fun. In fact, I really didn&#39;t mean to do this much, I just get caught up in working with ZBrush.

The base mesh is a work in progress that I made in Maya 2008, if anyone wants to see it I can post some screens of that too. But, like I said, it&#39;s a work in progress. You can see at the bottom of the mesh there are holes in the geometry, that&#39;s because there are n&#45;sided polygons on the cage and ZBrush just dumped them when it divided the model.

I really only wanted to test a few things, but I got caught up in ZBrush.</description>
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	<item>
		<title>Torso</title>
		<link>http://www.moddb.com/members/dinky/images/torso</link>
		<pubDate>Wed, 04 Jun 2008 23:47:52 -0500</pubDate>
		<description>This is a torso I did just for fun. In fact, I really didn&#39;t mean to do this much, I just get caught up in working with ZBrush.

The base mesh is a work in progress that I made in Maya 2008, if anyone wants to see it I can post some screens of that too. But, like I said, it&#39;s a work in progress. You can see at the bottom of the mesh there are holes in the geometry, that&#39;s because there are n&#45;sided polygons on the cage and ZBrush just dumped them when it divided the model.

I really only wanted to test a few things, but I got caught up in ZBrush.</description>
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		<title>River? &#45; Close&#45;ups</title>
		<link>http://www.moddb.com/members/dinky/images/river-close-ups1</link>
		<pubDate>Thu, 07 Feb 2008 11:09:34 -0600</pubDate>
		<description>Close&#45;ups to the HD Geometry sculpted model. Old work.</description>
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	<item>
		<title>River? &#45; Close&#45;ups</title>
		<link>http://www.moddb.com/members/dinky/images/river-close-ups</link>
		<pubDate>Thu, 07 Feb 2008 11:09:34 -0600</pubDate>
		<description>Close&#45;ups to the HD Geometry sculpted model. Old work.</description>
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		<title>River?</title>
		<link>http://www.moddb.com/members/dinky/images/river</link>
		<pubDate>Thu, 07 Feb 2008 11:04:37 -0600</pubDate>
		<description>I was just recently reminded of this model that I did quite some time ago. The model was based on the beautiful actress Summer Glau, star of Firefly, Serenity, and more recently The Terminator: The Sarah Connor Chronicles. The original base mesh was done in Maya, then it was imported to ZBrush so I could test all the new ZBrush 3.1 tools and brushes. I did a bunch of things with it, poly&#45;painting, HD Geometry, etc. I don&#39;t remember the poly&#45;count, I&#39;d have to check but I don&#39;t want to dig up the model again.</description>
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		<title>Icon of Sin</title>
		<link>http://www.moddb.com/members/dinky/images/icon-of-sin</link>
		<pubDate>Sat, 26 Jan 2008 15:11:41 -0600</pubDate>
		<description>This is a model I made for an enemy NPC in the Doom 3 Mod I am working on called Ruiner. He&#39;s 2,364 triangles, textures are Diffuse, Specular, Bump, and a Height for added detail. Modeled in Maya and ZBrush, and rendered in Doom 3.</description>
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