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  <url>
    <loc>http://www.paulchambers3d.com/blog</loc>
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    <lastmod>2018-10-08</lastmod>
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  <url>
    <loc>http://www.paulchambers3d.com/blog/2018/10/8/adventures-in-scene-referred-space-part-six</loc>
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    <priority>0.5</priority>
    <lastmod>2019-12-10</lastmod>
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      <image:title>Blog - Adventures in Scene Referred Space – Part Six</image:title>
    </image:image>
    <image:image>
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      <image:title>Blog - Adventures in Scene Referred Space – Part Six</image:title>
    </image:image>
    <image:image>
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      <image:title>Blog - Adventures in Scene Referred Space – Part Six</image:title>
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    <image:image>
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      <image:title>Blog - Adventures in Scene Referred Space – Part Six</image:title>
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    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1540226050041-IFGPU1D6NO81S06HG5YS/Raw_Scene.jpg</image:loc>
      <image:title>Blog - Adventures in Scene Referred Space – Part Six</image:title>
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    <image:image>
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      <image:title>Blog - Adventures in Scene Referred Space – Part Six</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1540226239063-BK6ZPLR2N6O2NS8YKNVW/just_plate.jpg</image:loc>
      <image:title>Blog - Adventures in Scene Referred Space – Part Six</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1540226257555-YLKWXWBRKPKU2TLYSF5Q/image-asset.jpeg</image:loc>
      <image:title>Blog - Adventures in Scene Referred Space – Part Six</image:title>
    </image:image>
    <image:image>
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      <image:title>Blog - Adventures in Scene Referred Space – Part Six</image:title>
    </image:image>
  </url>
  <url>
    <loc>http://www.paulchambers3d.com/blog/2018/8/3/adventures-in-scene-referred-space-part-five-bonus-round</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2018-08-07</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1533311935590-ZOZIQG3UT4ETDK3YD8JJ/natron-conversion.jpg</image:loc>
      <image:title>Blog - Adventures in Scene Referred Space – Part Five (BONUS ROUND)</image:title>
      <image:caption>Note the OCIO Config File and File Colorspace in the Read node panel on the right.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>http://www.paulchambers3d.com/blog/2018/7/30/adventures-in-scene-referred-space-part-five</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2018-08-07</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1532975491550-3VNOS03FEH8C0VHS0CTL/Color+Management+Flow.jpg</image:loc>
      <image:title>Blog - Adventures in Scene Referred Space – Part Five</image:title>
      <image:caption>The ideal color management pipeline we’re aiming for</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1532975533532-3YDGUKU45A0A3JQGKH2J/stanza_generation.png</image:loc>
      <image:title>Blog - Adventures in Scene Referred Space – Part Five</image:title>
      <image:caption>The Stanza Generation tab will do much of the work for you.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1532975655105-92A5TU504VGVSD6JBMMK/color-management-confirmation.png</image:loc>
      <image:title>Blog - Adventures in Scene Referred Space – Part Five</image:title>
      <image:caption>Confirming your OCIO stanza entry has been successfully loaded.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1532975698160-PM5A0B851UFM2L4YDTC8/node-network-png.png</image:loc>
      <image:title>Blog - Adventures in Scene Referred Space – Part Five</image:title>
      <image:caption>A simple node network to read in a movie clip so you can export to an image sequence.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1532975728828-PD15F59174SB7FT2KX9Q/png-properties.png</image:loc>
      <image:title>Blog - Adventures in Scene Referred Space – Part Five</image:title>
      <image:caption>Setting up the correct render resolution, frame range, and PNG output.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1532975773895-KMZN0XF2L7WB8VFS1R8R/RGB-Values-DRS.jpg</image:loc>
      <image:title>Blog - Adventures in Scene Referred Space – Part Five</image:title>
      <image:caption>The CM (Color Managed) RGB values max out at 1,1,1 when sampling the color chart’s white patch. A clear indication we’re in Display Referred Space.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1532975802493-WVENN5H0N4SC6DO05ZWL/N-tab-change-color-management.jpg</image:loc>
      <image:title>Blog - Adventures in Scene Referred Space – Part Five</image:title>
      <image:caption>The color space selection drop down is accessible on a per image basis in the “N” drawer of the UV/Image Editor window.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1532975830061-YPWKXA8C0TXPC5Z6Y5W8/RGB-Values-SRS.jpg</image:loc>
      <image:title>Blog - Adventures in Scene Referred Space – Part Five</image:title>
      <image:caption>Resampling  the color chart’s white patch under our Color Transform. CM RGB values above 1,1,1 indicate we’ve moved into Scene Referred Space.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1532975858656-K8W0PA55106C7ZAFHP0P/Histo-RGB-DRS.jpg</image:loc>
      <image:title>Blog - Adventures in Scene Referred Space – Part Five</image:title>
      <image:caption>A histogram view of the PNG with the default sRGB Color Transform.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1532975891664-F2QFJFXFHORGZ9N4KBVY/Histo-RGB-SRS.jpg</image:loc>
      <image:title>Blog - Adventures in Scene Referred Space – Part Five</image:title>
      <image:caption>A visible “combing” appears in the histogram as our custom Color Transform extrapolates the values across a wider range.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1532975926542-3LL96EB251JNZTEVA598/export-to-exr-node-network.jpg</image:loc>
      <image:title>Blog - Adventures in Scene Referred Space – Part Five</image:title>
      <image:caption>The revised node network to re-export the PNG image sequence.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1532975958035-OD7WZRP2QY3W90K1R3C4/EXR_sampling.jpg</image:loc>
      <image:title>Blog - Adventures in Scene Referred Space – Part Five</image:title>
      <image:caption>Loading an OpenEXR frame back in (note its color space is Linear) confirms our Scene Referred Space RGB values have been “baked” into the image.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1533664649121-OJNPQFQH42MWG9RZBHS8/direct-conversion.jpg</image:loc>
      <image:title>Blog - Adventures in Scene Referred Space – Part Five</image:title>
      <image:caption>You can also load in your video with an Image node rather than a movie clip node to color transform directly to an OpenEXR image sequence.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>http://www.paulchambers3d.com/blog/2018/7/19/adventures-in-scene-referred-space-part-four-adventures-in-scene-referred-space-part-four</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2019-12-10</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1532010469654-PKP8UR5AWGSWV8P6IH8U/fig-1.png</image:loc>
      <image:title>Blog - Adventures in Scene Referred Space – Part Four</image:title>
      <image:caption>Tab 1 of my sheet. My exposure and RGB results plus a plotted line chart for reference. Note the slight variance in RGB values around -3 stops.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1532010548581-9AVMYI8RNE28N7PBGLWX/fig-2.png</image:loc>
      <image:title>Blog - Adventures in Scene Referred Space – Part Four</image:title>
      <image:caption>The exposure values have been normalized to a 0-1 range.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1532010605420-WM3HI2JW7Q3ASJV549EJ/fig-3.png</image:loc>
      <image:title>Blog - Adventures in Scene Referred Space – Part Four</image:title>
      <image:caption>Tab 2: Normalized EV, R,G and B results. Note the formula used for column D.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1532010673475-WNWQ2FYTX19CIYSB575O/fig-4.png</image:loc>
      <image:title>Blog - Adventures in Scene Referred Space – Part Four</image:title>
      <image:caption>A view of the custom number format menu.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1532010706819-X5U4OJI5K0ZJ9MRHXLDH/fig-5.png</image:loc>
      <image:title>Blog - Adventures in Scene Referred Space – Part Four</image:title>
      <image:caption>Tab 2: Our normalized results have now been given extra exponential granularity</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1532010796768-0MM3XF26XL36VIOAT6VT/fig-6.png</image:loc>
      <image:title>Blog - Adventures in Scene Referred Space – Part Four</image:title>
      <image:caption>Geometric Mean results find a common value between slightly different R,G and B values.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1532010881363-HOP0DRURXVWWFPH1GZMZ/fig-7.png</image:loc>
      <image:title>Blog - Adventures in Scene Referred Space – Part Four</image:title>
      <image:caption>The initial state of the scatter chart.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1532010917995-KH1JB5AGXDUAVQZ0F818/fig-8.png</image:loc>
      <image:title>Blog - Adventures in Scene Referred Space – Part Four</image:title>
      <image:caption>The initial linear “fitted curve” is not yet a great fit to our gray card data.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1532010949375-4D6FOD7EQ4JZ2DJT2MLQ/fig-9.png</image:loc>
      <image:title>Blog - Adventures in Scene Referred Space – Part Four</image:title>
      <image:caption>A 4th degree Polynomial fitted curve fits my camera data nicely.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1532011103085-GHS6SFYEGTPONJZAWKZY/fig-10.png</image:loc>
      <image:title>Blog - Adventures in Scene Referred Space – Part Four</image:title>
      <image:caption>The LUT tab.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>http://www.paulchambers3d.com/blog/2018/7/11/adventures-in-scene-referred-space-part-three</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2018-08-06</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1531344443115-UXB04YLQYFGS8ENNTOKB/nikon-picture-editor.JPG</image:loc>
      <image:title>Blog - Adventures in Scene Referred Space – Part Three</image:title>
      <image:caption>NIkon Picture Control Editor. Not a Nikon user? Your camera brand will have similar color curve solutions.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1531345025689-VVCG04EFARFN9XXU95IL/shooting_dynamic_range.jpg</image:loc>
      <image:title>Blog - Adventures in Scene Referred Space – Part Three</image:title>
      <image:caption>Setting up on the roof of my apartment building near the elevator bulkhead let me get the color checker in direct sunlight while keeping me and camera in the shade.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1531344868589-F3AR06Z7SFCQRE81BUOP/dynamic_range_field_notes.jpg</image:loc>
      <image:title>Blog - Adventures in Scene Referred Space – Part Three</image:title>
      <image:caption>Notes from the field as I stop down in 1/3 stop increments, starting aperture first.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1531400504309-A40JUPSOFBVLQB46Z4OZ/dynamic_range_folder.JPG</image:loc>
      <image:title>Blog - Adventures in Scene Referred Space – Part Three</image:title>
      <image:caption>The thumbnail view of the shots after renaming in Windows explorer.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1531401435819-Q6RQS98D4W3ZNSPVA4CM/DJV_Color_Sampling.JPG</image:loc>
      <image:title>Blog - Adventures in Scene Referred Space – Part Three</image:title>
      <image:caption>Sampling RGB values in DJV Imaging Viewer. The values can be seen lower right.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>http://www.paulchambers3d.com/blog/2017/12/12/adventures-in-scene-referred-space-part-two</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2018-07-20</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1513102182552-75D7U35BLX5CE5GLN594/logarithmic-graded.jpg</image:loc>
      <image:title>Blog - Adventures in Scene Referred Space – Part Two</image:title>
      <image:caption>Left: A logarithmically encoded image. Looks washed out, right? That’s because it’s not designed to look great on your monitor. It’s designed to retain as much information in the lightest and darkest parts of the image as possible. Right: only once it’s been graded is it ready for prime-time. Images courtesy, NikonPC.com.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1513102351054-TZDPLSWZPUV8NKW4CU9D/neutral-specialsauce.jpg</image:loc>
      <image:title>Blog - Adventures in Scene Referred Space – Part Two</image:title>
      <image:caption>Left: the light and color accuracy recorded at the sensor. Right: the "special sauce" image as saved by the camera. Images courtesy, NikonPC.com.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>http://www.paulchambers3d.com/blog/2017/8/22/adventures-in-scene-referred-space-part-one</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2021-05-11</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1503422457440-2BGU2RDUT8K8DI9KYQ5D/srgb.png</image:loc>
      <image:title>Blog - Adventures in Scene Referred Space - Part One</image:title>
      <image:caption>The sRGB color space. Source: Wikipedia.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1620775308352-LG9TNURV0C0Q6GHYQJ18/real-world-linear.jpg</image:loc>
      <image:title>Blog - Adventures in Scene Referred Space - Part One</image:title>
      <image:caption>In the real world, light increase or decreases in brightness linearly.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1620775330456-6SXUW7PV7K3V29KH5R5Q/real-world-eyes.png</image:loc>
      <image:title>Blog - Adventures in Scene Referred Space - Part One</image:title>
      <image:caption>But our eyes aren't so great at distinguishing changes in light in the darkest and brightest parts.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1620775352710-QIJF7XTQGMFDADSPLNEH/gamma.png</image:loc>
      <image:title>Blog - Adventures in Scene Referred Space - Part One</image:title>
      <image:caption>Typical display gamma closely mimics how our eyes perceive light. But notice the numbers representing a range.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1620775372173-6AT8LBNC3FZ8S0J7TCBQ/display-linear.png</image:loc>
      <image:title>Blog - Adventures in Scene Referred Space - Part One</image:title>
      <image:caption>A linear treatment of light. Technically "Display Linear" but more on that later.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1531165014412-FXI344H8464IUKCH0R2V/inverse-gamma.png</image:loc>
      <image:title>Blog - Adventures in Scene Referred Space - Part One</image:title>
      <image:caption>This diagram may look familiar to many CG artists. It actually shows a display gamma curve (red), linear (green), and the inverse curve needed to convert display gamma to linear (blue). The blue formula sometimes happens under the hood to align all your inputs to a linear workflow when bringing in a Display Referred image textures such as PNGs into CG. Though some 3D applications still require you to add this node to move textures into a linear workflow.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1620775385251-5ULB5WDX95NGRCG2WEJ6/scene-referred.png</image:loc>
      <image:title>Blog - Adventures in Scene Referred Space - Part One</image:title>
      <image:caption>Scene Referred Linear Space: Let's free ourselves of those upper thresholds.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>http://www.paulchambers3d.com/blog/2017/7/18/learning-to-love-proximity</loc>
    <changefreq>monthly</changefreq>
    <priority>0.5</priority>
    <lastmod>2018-07-19</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1501950337912-3HZT9MESMLLFD77ZSSAK/image-asset.jpeg</image:loc>
      <image:title>Blog - Capturing proximity light from HDRIs for better CG integration</image:title>
      <image:caption>CG drone rendered in Blender Cycles, composited into footage in Nuke. The wire fence is rotoscoped to appear in front of the drone.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1502041213259-LISQF39D48WOEG1UJSN8/Capture-world-background.jpg</image:loc>
      <image:title>Blog - Capturing proximity light from HDRIs for better CG integration</image:title>
      <image:caption>Use the N key to open up the viewport properties panel and check "World Background" under "Display".</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1502041330002-QKDFKLY5NYQQRFPYE61Z/Capture-look-through-camera.jpg</image:loc>
      <image:title>Blog - Capturing proximity light from HDRIs for better CG integration</image:title>
      <image:caption>Looking through the "Reconstruction Camera".</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1502041378979-K91LK1WV3YR7Y3S8GK7S/Capture-underconstruction.jpg</image:loc>
      <image:title>Blog - Capturing proximity light from HDRIs for better CG integration</image:title>
      <image:caption>Lining up a plane with the ground is a great place to start. In my case I can use the sidewalk and gutter to guide me.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1502044433620-MWJQSDXYYM7SBFI8JHIM/image-asset.jpeg</image:loc>
      <image:title>Blog - Capturing proximity light from HDRIs for better CG integration</image:title>
      <image:caption>My simple set. Two walls either side of the alleyway, the ground, and the sidewalk. Note the position of Suzanne and a color-checker card.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1502041845817-TQY173T4X4KBRZ2ANV7E/image-asset.png</image:loc>
      <image:title>Blog - Capturing proximity light from HDRIs for better CG integration</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1502044460127-ELIMNA8ZKZS5C936PDT8/image-asset.jpeg</image:loc>
      <image:title>Blog - Capturing proximity light from HDRIs for better CG integration</image:title>
      <image:caption>The baked set. Note how the wire fence  is cast on the walls and ground. Good enough for the lighting data we need. The key captures are the yellow ground and brick walls.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1502042373486-QD6JSEAVAEOW1LGJVC9L/image-asset.jpeg</image:loc>
      <image:title>Blog - Capturing proximity light from HDRIs for better CG integration</image:title>
      <image:caption>INCORRECT: I've moved Suzanne into the alleyway but she is only lit with the HDRI as it was shot from the sidewalk.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1502042394808-4MPVYMU72WTVZU8TSNAM/image-asset.jpeg</image:loc>
      <image:title>Blog - Capturing proximity light from HDRIs for better CG integration</image:title>
      <image:caption>CORRECT: Using the Lighting Set in combination with the HDRI darkens Suzanne appropriately for the alleyway and the set geometry occludes some buildings in her reflection. She also takes on more of the ambient yellow from the ground.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1501950362562-P1AOZSGCIGQ88JXDRFV7/image-asset.jpeg</image:loc>
      <image:title>Blog - Capturing proximity light from HDRIs for better CG integration</image:title>
      <image:caption>INCORRECT: With just the HDRI the drone appears brighter and light reflections on the left and right represent the street where the camera was positioned, not the alleyway. Lighting remains the same throughout the animation.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1501950389815-DH1BMLPILHTQ17FF8MSX/image-asset.jpeg</image:loc>
      <image:title>Blog - Capturing proximity light from HDRIs for better CG integration</image:title>
      <image:caption>CORRECT: With the lighting set in combination with the HDRI, the drone is appropriately more darker, with daylight only visible from the sky above. Lighting conditions subtly change as the animated drone drops into view.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1501983211327-XRZ9C1G56EQH6QDQZTGX/image-asset.jpeg</image:loc>
      <image:title>Blog - Capturing proximity light from HDRIs for better CG integration</image:title>
      <image:caption>The HDRI. Note the blue light above the camera and green and red light to either side.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1502036956078-J2XZ4LAUAMR54BJ5CIU8/image-asset.jpeg</image:loc>
      <image:title>Blog - Capturing proximity light from HDRIs for better CG integration</image:title>
      <image:caption>No lighting cheats here. Just a render layer lit by the HDRI with an Alpha Over node to composite it over a static background.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1502037676218-ZTFRBMXH2CJ8O0JG41QL/image-asset.gif</image:loc>
      <image:title>Blog - Capturing proximity light from HDRIs for better CG integration</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1501995305220-YZJ147S1HLD0IYTAHRYU/image-asset.jpeg</image:loc>
      <image:title>Blog - Capturing proximity light from HDRIs for better CG integration</image:title>
      <image:caption>The Lighting Set surrounded by the HDRI. Suzanne is inside the rectangular set. The selected camera is the render camera for the animation.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1502038055952-9BE2I3KA6INFA3MQKVX7/image-asset.gif</image:loc>
      <image:title>Blog - Capturing proximity light from HDRIs for better CG integration</image:title>
    </image:image>
  </url>
  <url>
    <loc>http://www.paulchambers3d.com/project-gallery-nueva</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-04-22</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56ec101db09f95da37e77918/1458572726409-QKULUSZI5021EFXHCO8J/2Q%3D%3D-1.jpg</image:loc>
      <image:title>Project Gallery</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56ec101db09f95da37e77918/1458572726409-QKULUSZI5021EFXHCO8J/2Q%3D%3D-1.jpg</image:loc>
      <image:title>Project Gallery</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56ec101db09f95da37e77918/1458572726458-1C2XP0HPEUCTAY1C6QJZ/2Q%3D%3D.jpg</image:loc>
      <image:title>Project Gallery</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56ec101db09f95da37e77918/1458572727231-9WYFK3VBYB0IU0MTG4G8/9k%3D-1.jpg</image:loc>
      <image:title>Project Gallery</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56ec101db09f95da37e77918/1458572727307-9JIHJUDFPSCVBFQBCUPY/9k%3D.jpg</image:loc>
      <image:title>Project Gallery</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56ec101db09f95da37e77918/1458572727607-OT5AX31UTLG4Y2MV0DI5/Z-1.jpg</image:loc>
      <image:title>Project Gallery</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56ec101db09f95da37e77918/1458572727616-TWYRQVOZ5U44HHFSJBGV/Z-2.jpg</image:loc>
      <image:title>Project Gallery</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/56ec101db09f95da37e77918/1458572728004-5MRDTEKVBIA79GK8I5PX/Z.jpg</image:loc>
      <image:title>Project Gallery</image:title>
    </image:image>
  </url>
  <url>
    <loc>http://www.paulchambers3d.com/lamborghini-murcielago-project</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2015-07-13</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1427314359920-HZH8ED3LR8ODAFVOHAE4/lambo-overlay.jpg</image:loc>
      <image:title>Lamborghini</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1418505774541-G3UMGGUA6YP6RNQDVMLG/Lamborghini_Murcielago_Render_Front_View.jpg</image:loc>
      <image:title>Lamborghini</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1418512036179-3B3OFOJ1F9LBMSJJPB2H/Lamborghini_Murcielago_Render_Cockpit_View.jpg</image:loc>
      <image:title>Lamborghini</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1418516053619-DOG83O9PH4FQBBNVMPWH/Lamborghini_Murcielago_Render_Rear_View.jpg</image:loc>
      <image:title>Lamborghini</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1418506889243-9KSCDBLVE74Y07ET3A5J/image-asset.jpeg</image:loc>
      <image:title>Lamborghini</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1415988268818-WQDDU25AGR6D13Z5M0F0/image-asset.jpeg</image:loc>
      <image:title>Lamborghini</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1415988291375-KKUGZPNIAKG2LPOYWYMX/image-asset.jpeg</image:loc>
      <image:title>Lamborghini</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1418512945251-C2MPRATCPWRJGLM72416/image-asset.jpeg</image:loc>
      <image:title>Lamborghini</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1418506327787-3BO8OUGM3C273SDPWOAY/image-asset.png</image:loc>
      <image:title>Lamborghini</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1418505922503-1HOOV7L578B80WUN84OW/Composite_Boxes.jpg</image:loc>
      <image:title>Lamborghini</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1432995714942-HK1AZKHWHR0K9L291NMI/image-asset.jpeg</image:loc>
      <image:title>Lamborghini</image:title>
      <image:caption>Two additional "FGShooter" fixed cameras were used to stabilize final gather capture points inside the cockpit to minimize animation flickering in the high-contrast interior.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1432995827120-R219EDJRNSML8H7JX5R7/image-asset.jpeg</image:loc>
      <image:title>Lamborghini</image:title>
      <image:caption>Just the render camera was used to capture final gather points for the majority of the exterior fly-through to keep render times to a minimum.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>http://www.paulchambers3d.com/about</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2019-11-08</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1573229862433-XQH99166LR0MSM9AZA0G/emergence.jpg</image:loc>
      <image:title>About - Digital Artist</image:title>
      <image:caption />
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1538164222842-O65OWXEDFH9OCPTUJNK8/man_in_the_high_castle.jpg</image:loc>
      <image:title>About - VFX Artist</image:title>
      <image:caption />
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1538164208702-RK7VKI6U6GRG659C8JAV/strange_angel.jpg</image:loc>
      <image:title>About - Digital Artist</image:title>
      <image:caption />
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1538164207640-9LWS60C22X26IMZOYZK4/silicon_valley.jpg</image:loc>
      <image:title>About - VFX Artist</image:title>
      <image:caption />
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1573229962756-UIVL8QGJ9V180T2LS8S8/greys-anatomy.jpg</image:loc>
      <image:title>About - Digital Artist</image:title>
      <image:caption />
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1538164210995-DFKYRJFQUFH4K7522Z3R/the_romanoffs.jpg</image:loc>
      <image:title>About - Digital Artist</image:title>
      <image:caption />
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1538164206938-6V20467H6YMJ5O2YVVK0/get_shorty.jpg</image:loc>
      <image:title>About - Digital Artist</image:title>
      <image:caption />
    </image:image>
  </url>
  <url>
    <loc>http://www.paulchambers3d.com/contact</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2014-12-15</lastmod>
  </url>
  <url>
    <loc>http://www.paulchambers3d.com/bates-motel</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2019-12-10</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1424183266381-EQ68CV36RFOJ4HK5HCCS/bates_motel_composite.jpg</image:loc>
      <image:title>Bates Motel</image:title>
      <image:caption>Composited Layers.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1434149677970-NQ7AWJPM5YCKVM62612N/image-asset.png</image:loc>
      <image:title>Bates Motel</image:title>
      <image:caption>Nuke Compositor Node Network</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1424183371215-6KWDUYRATB4Z4ED833Y1/bates_motel_maya_set.jpg</image:loc>
      <image:title>Bates Motel</image:title>
      <image:caption>Limiting the modeling to the bare essentials that will appear in shot.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1424183392506-NGIUEI131L343Y0UAN2S/bates_motel_sign_maya</image:loc>
      <image:title>Bates Motel</image:title>
      <image:caption>Close up of the hero prop.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1424183417643-XZHZEE7EDWWLX1IEEZ2W/maya_rain_particles.jpg</image:loc>
      <image:title>Bates Motel</image:title>
      <image:caption>Rain particles set up.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>http://www.paulchambers3d.com/silo12</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2015-07-13</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1465140074358-OYSF96SHZ39MG6EVT1SX/Silo12_Final_Stills_With_Glares_0400.jpg</image:loc>
      <image:title>Silo 12</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1436624065965-3OPYLMIZ6M7FZJG6S6CG/Silo12_Composite_Noodle.jpg</image:loc>
      <image:title>Silo 12</image:title>
      <image:caption>Blender Compositor Noodle including timed blur, glow and glare effects, color correction, and chromatic aberration.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1423245051316-015DEL9FBG12YS76EO7Y/Silo12_compositing_layers.jpg</image:loc>
      <image:title>Silo 12</image:title>
      <image:caption>Render Passes.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1436623654855-EYKPJU2XSUYQE2KG73SU/silo12_render_comparison.jpg</image:loc>
      <image:title>Silo 12</image:title>
      <image:caption>Input / Output Comparison.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1423245163197-AXZ2DECAPFNT00C7CJJ6/silo12_jpg</image:loc>
      <image:title>Silo 12</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1423406822238-SX8YHQ18V2I3DBPSD3JE/set-ao.jpg</image:loc>
      <image:title>Silo 12</image:title>
      <image:caption>Set modeling and reference file assembly in Maya.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1423065954085-R36UXC5KIHNW7P8D3ES3/postprocessing_beauty.jpg</image:loc>
      <image:title>Silo 12</image:title>
      <image:caption>Post-Processing Prop. Modeled in Maya. Rendered in Mental Ray.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1423065999894-KSKWR6P4343JG6ZO3TJQ/post_processing_textures.jpg</image:loc>
      <image:title>Silo 12</image:title>
      <image:caption>1k / 2K Diffuse and Specular textures created in Photoshop.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1423066047308-TEA6029PF6YKJNII6GPI/post_processing_wireframe.jpg</image:loc>
      <image:title>Silo 12</image:title>
      <image:caption>High-Polygon Topology.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1423066114570-LN37ECZ8MD76HIMXQ3UH/pillar_beauty.jpg</image:loc>
      <image:title>Silo 12</image:title>
      <image:caption>Pillar Prop modeled in Maya. Rendered in Mental Ray.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1423066169549-FLRI8E012QIH6L484HWT/pillar_texture.jpg</image:loc>
      <image:title>Silo 12</image:title>
      <image:caption>2K Diffuse and Specular textures created in Photoshop.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1423066214103-UHD72WELQSDEYROQQ0ZI/pillar_wireframe.jpg</image:loc>
      <image:title>Silo 12</image:title>
      <image:caption>High-Polygon Topology.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1423066255595-34DIIOXJS51O450FVA2Z/pre_treatment.jog</image:loc>
      <image:title>Silo 12</image:title>
      <image:caption>Pre-Processing Prop. Modeled in Maya. Rendered in Mental Ray.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1423066292308-G5484I87VFXCGRBT1AF8/pre_treatment_textures.jpg</image:loc>
      <image:title>Silo 12</image:title>
      <image:caption>1K / 2K Diffuse and Specular textures created in Photoshop.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1423066317307-4SYVCIO8HRFW1KVHAMJN/pre_treatment_wires.jpg</image:loc>
      <image:title>Silo 12</image:title>
      <image:caption>High-Polygon Topology.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>http://www.paulchambers3d.com/judge-dredd</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2016-05-27</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1429995602794-OB9MY482O43S5IPTZFSH/Judge_Dredd_Final_Renders.jpg</image:loc>
      <image:title>Judge Dredd</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1464364684638-9EZ25G6KRIVJH3QH3161/image-asset.png</image:loc>
      <image:title>Judge Dredd</image:title>
      <image:caption>Awarded by Sketchfab</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1429996373870-S6SFS7WKOGWS03X016DR/judge_dredd_mudbox_character_sculpt_1.jpg</image:loc>
      <image:title>Judge Dredd</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1429996388087-QM6VRBSH6AIGGQULU6M7/judge_dredd_mudbox_character_sculpt_2.jpg</image:loc>
      <image:title>Judge Dredd</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1429996403856-2O8LQC21T5MFZ43QYR4L/judge_dredd_mudbox_character_sculpt_3.jpg</image:loc>
      <image:title>Judge Dredd</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1429996425638-LRSZFV4D5U4TSY001VFK/judge_dredd_mudbox_character_sculpt_4.jpg</image:loc>
      <image:title>Judge Dredd</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1429996441691-2ZOKOSVGV56ZY05XDFDF/judge_dredd_mudbox_character_sculpt_5.jpg</image:loc>
      <image:title>Judge Dredd</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1429996464909-MANDEHTEBTYPAM55QAIX/judge_dredd_mudbox_character_sculpt_6.jpg</image:loc>
      <image:title>Judge Dredd</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1429996482683-JFWFXWZFYUBFHLEVHKH1/judge_dredd_mudbox_character_sculpt_7.jpg</image:loc>
      <image:title>Judge Dredd</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1430070213072-3A8JY4VIBVUM57L3KWZR/judge-dredd-close-up.jpg</image:loc>
      <image:title>Judge Dredd</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1430062309462-3HZOEZ6SYFLA5W36DB8S/judge-dredd-maya-base-mesh.jpg</image:loc>
      <image:title>Judge Dredd</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1430063614397-RLIBO9K2GPCFXL6RIMTR/judge-dredd-mudbox-progress.jpg</image:loc>
      <image:title>Judge Dredd</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1430064076351-60P1ZG6U43MB74NDMJ8M/mudbox-thug-in-progress.jpg</image:loc>
      <image:title>Judge Dredd</image:title>
      <image:caption>For part of the sculpting process the two characters were sculpted separately to manage polygon counts and memory usage.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1430064589400-KG1MUVT6D0IX1K5677H5/lawgiver-model-blender.jpg</image:loc>
      <image:title>Judge Dredd</image:title>
      <image:caption>Some hard-surface props like Judge Dredd's "Lawgiver" pistol were modeled in Blender.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1430065747123-3AGO7BUUJVGN8T9JIRMA/judge-dredd-paint-over.jpg</image:loc>
      <image:title>Judge Dredd</image:title>
      <image:caption>Close to sculpting completion I output some renders to share with the CGI community. I used this opportunity to strengthen the pose. In the above image I quickly hacked pieces on the left in Photoshop to aim for a more determined look with Dredd's head lifted, a mid-stride pose with forward momentum and a tighter pull on the thug.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1430065846915-BLOQF08WNJQKH6I5ZH2Y/judge-dredd-paint-over.jpg</image:loc>
      <image:title>Judge Dredd</image:title>
      <image:caption>I also used this opportunity to try and very quick down-and-dirty paint over in Photoshop as a color guide for the final model. Note how the pose is different from the final model.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1429997428379-UD6L53FDRPWS2V252WIO/judge_dredd_mudbox_clay_render_1.jpg</image:loc>
      <image:title>Judge Dredd</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1429997482484-1FYR0XQTJFQNB4N2ULTL/judge_dredd_mudbox_clay_render_2.jpg</image:loc>
      <image:title>Judge Dredd</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1429997550384-1C6M0H7M0KF9I2CZQU4G/judge_dredd_mudbox_clay_render_3.jpg</image:loc>
      <image:title>Judge Dredd</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1429997570890-VAUQR2KY5LKAYFW73FC1/judge_dredd_mudbox_clay_render_4.jpg</image:loc>
      <image:title>Judge Dredd</image:title>
      <image:caption>Bump mapping was added to create the finest detail without increasing the polygon count.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1430063079045-N2KARDXQC343P2QXWR9N/judge-dredd-retopogy</image:loc>
      <image:title>Judge Dredd</image:title>
      <image:caption>Partial retopology occurred during the sculpting process for better sculpt quality and again to create efficient low polygon target meshes.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1430066796151-2BAN5SBYEXV4A7OGEVDL/judge-dredd-blender-uvs.jpg</image:loc>
      <image:title>Judge Dredd</image:title>
      <image:caption>UVs created on the low poly target meshes in Blender.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1430061538878-2RSR6P58SOTWJ9PTUZSG/judge_dredd_map_transfers.jpg</image:loc>
      <image:title>Judge Dredd</image:title>
      <image:caption>Normal maps extracted in Maya and xNormal. Bump and Cavity maps extracted in Mudbox. Left to right – maps applied to a low poly version of the model in Mudbox.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1430068376417-0NEPYA6EZ0XP2QBTTJCI/judge-dredd-normal-maps.jpg</image:loc>
      <image:title>Judge Dredd</image:title>
      <image:caption>A sample of normal maps generated in Maya. Left to right – Thug, badge and belt utility bag, Judge Dredd's main body mesh.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1430067344376-GFIUMYS4AP6GFKSLI10P/mudbox-painting-in-progress.jpg</image:loc>
      <image:title>Judge Dredd</image:title>
      <image:caption>All paining done within Mudbox. Left to right – laying down base colors before working up detail.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1430069653571-3ZFPELUNRZJ5NA4PUKL8/textures-thug.jpg</image:loc>
      <image:title>Judge Dredd</image:title>
      <image:caption>Sample textures, thug. Left to right – diffuse, bump, and specular.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1430069676436-5T22PXQG86T1KSQTHC5W/texture-badge.jpg</image:loc>
      <image:title>Judge Dredd</image:title>
      <image:caption>Sample textures – badge and belt utility bag.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1430069696448-2XTN59G8MG9PCDOKQOSL/textures-body.jpg</image:loc>
      <image:title>Judge Dredd</image:title>
      <image:caption>Sample textures – Judge Dredd's body.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>http://www.paulchambers3d.com/hms-hope-project</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2015-07-13</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1465140366340-8JM61B8ZNHITTSC6MYEC/Underwater_Distorted_001.jpg</image:loc>
      <image:title>HMS Hope</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1436788432541-2AYKC2VZGAJVWA8GH22Y/redshift_render_sunny.jpg</image:loc>
      <image:title>HMS Hope</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1436788460216-95C6DXRSJVFP0310Y26J/hms_hope_redshift_twilight_render.jpg</image:loc>
      <image:title>HMS Hope</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1436789512895-HJGJVT0B8M1AR0W8JSTU/hms_hope_blender_bokeh.jpg</image:loc>
      <image:title>HMS Hope</image:title>
      <image:caption>Blender Compositor Bokeh Blur and Glare Node Network</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1436788488977-HWA2XIAOAO227S9L9YH8/hms_hope_redshift_render_moonlight.jpg</image:loc>
      <image:title>HMS Hope</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1436788528125-5FEDQ6A9TXH2ISTUPVO3/hms_hope_redshift_render_candle.jpg</image:loc>
      <image:title>HMS Hope</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1436788559084-U58XQ2L73K998YYR7LMP/hms_hope_redshift_render_underwater.jpg</image:loc>
      <image:title>HMS Hope</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1415918625117-3V8Q5DQ1HFFBKSD9DT2X/image-asset.jpeg</image:loc>
      <image:title>HMS Hope</image:title>
      <image:caption>Daylight, rendered in Mental Ray. HDR Post in Photoshop.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1415918659456-3X74FSF89D6T2ALGYUX3/image-asset.jpeg</image:loc>
      <image:title>HMS Hope</image:title>
      <image:caption>Sunset, rendered in Mental Ray. HDR Post in Photoshop.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1415986038203-8NXTMWFH6CBA3Y3IOK3J/tumblr_mx97ouDgqN1skf2pzo1_1280.jpg</image:loc>
      <image:title>HMS Hope</image:title>
      <image:caption>Moonlight, rendered in Mental Ray. HDR Post in Photoshop.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1415986010040-0FKWL5ZU5K6E3VFF5YLZ/tumblr_mx97ouDgqN1skf2pzo2_1280.jpg</image:loc>
      <image:title>HMS Hope</image:title>
      <image:caption>Candlelight, rendered in Mental Ray. HDR Post in Photoshop.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1415986190450-MBG6QCX7WRSZ1KDNNPPI/tumblr_mx97ouDgqN1skf2pzo4_1280.jpg</image:loc>
      <image:title>HMS Hope</image:title>
      <image:caption>Electric light, rendered in Mental Ray. HDR Post in Photoshop.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1415986213284-GJAEH8TTO6TX67CTRMVV/tumblr_mx97ouDgqN1skf2pzo6_r1_1280.jpg</image:loc>
      <image:title>HMS Hope</image:title>
      <image:caption>Underwater searchlight, rendered in Mental Ray. HDR Post in Photoshop.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>http://www.paulchambers3d.com/demo-reel</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2024-03-11</lastmod>
  </url>
  <url>
    <loc>http://www.paulchambers3d.com/werner-herzog</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2016-06-05</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1465140774302-YQVHDO7PV0ZT5CQX4S6L/Front_Full_Combined_Shadow.jpg</image:loc>
      <image:title>Werner Herzog</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1465142815213-48KLXB3JJ9K9JIBYDW05/werner-herzog-blender-3d-render.jpg</image:loc>
      <image:title>Werner Herzog</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1444771835626-D19CPX1QSBB1RE7WZ610/werner-herzog-blender-clay-render.jpg</image:loc>
      <image:title>Werner Herzog</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1444356569270-6F7TX5KG8ELHOFMEGQ7N/werner-herzog-wireframe.png</image:loc>
      <image:title>Werner Herzog</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1444313260906-YB1ZWUUPJF2Y6AIAR2I3/werner-herzog-3d-render-skin.jpg</image:loc>
      <image:title>Werner Herzog</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1444313288041-YOJ8B2ZR8KDTUUWYGH7C/werner-herzog-3d-render-skin-material.png</image:loc>
      <image:title>Werner Herzog</image:title>
      <image:caption>Skin material network in Blender.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1444355139264-7YVPV2FZWBWJ2X6TW2VV/werner-herzog-blender-sculpting</image:loc>
      <image:title>Werner Herzog</image:title>
      <image:caption>Symmetrical Dynamic Topology sculpting in Blender.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1444355102945-D8X0NEGPVLIO71VG3JVG/werner-herzog-blender-3d-texture.jpg</image:loc>
      <image:title>Werner Herzog</image:title>
      <image:caption>Texturing in Blender.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1444355158577-1P2SVN32KIRZTN2N1BJ5/werner-herzog-rig</image:loc>
      <image:title>Werner Herzog</image:title>
      <image:caption>Applying a simple pose rig in Blender.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1445190931889-37R2RMQKBYCHQXBE798J/werner_herzog_hair_particles.png</image:loc>
      <image:title>Werner Herzog</image:title>
      <image:caption>Hair particle systems in progress.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1465142478925-9FEU0VVYABTB9OBBKUWC/image-asset.png</image:loc>
      <image:title>Werner Herzog</image:title>
      <image:caption>De-noise and sub-surface-scattering softening in the compositor to balance render times for an optimized turntable.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>http://www.paulchambers3d.com/papercraft-island</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2016-11-03</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1463253201743-S6L7DH7Q9DQ2WKXV3D4X/blender-papercraft-3d-render-8.png</image:loc>
      <image:title>Papercraft Island</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1476040289153-AVHQ9NLECZPM8K0OWE1E/image-asset.png</image:loc>
      <image:title>Papercraft Island</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1476041368669-OYQ2E1GURISJZK4CSNFM/3dartistC.jpg</image:loc>
      <image:title>Papercraft Island</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1476041152462-GBHBDW1T1LRMHL70SG4K/3dartistA.jpg</image:loc>
      <image:title>Papercraft Island</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1476041152404-Q1PKGOAR5J3A6U4NR1OY/3dartistB.jpg</image:loc>
      <image:title>Papercraft Island</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1478204961184-OC6D4FBZT0JK3ZEWXOPX/suzanneawards2016</image:loc>
      <image:title>Papercraft Island</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1464875842867-CDR2TDMML6PAWD3F86G6/image-asset.png</image:loc>
      <image:title>Papercraft Island</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1463252772503-SCXM7I8VC5A1BUHY21KJ/papercraft-cg-render-blender-1.png</image:loc>
      <image:title>Papercraft Island</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1463252808345-NX01PBXIRC0KVDA6DR5L/papercraft-cg-render-blender-2.png</image:loc>
      <image:title>Papercraft Island</image:title>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1463252846535-BQI9CAYBEKZCN6TNKLQU/papercraft-cg-render-blender-3.png</image:loc>
      <image:title>Papercraft Island</image:title>
    </image:image>
    <image:image>
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      <image:caption>Adding motion blur, depth of field, color adjustment, and vignetting in the Blender compositor.</image:caption>
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    <lastmod>2019-12-10</lastmod>
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    <image:image>
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      <image:title>Smoking Kills</image:title>
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  <url>
    <loc>http://www.paulchambers3d.com/artella-test</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2017-04-13</lastmod>
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  <url>
    <loc>http://www.paulchambers3d.com/lily-snout</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2017-07-13</lastmod>
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      <image:title>Lily &amp; Snout</image:title>
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  <url>
    <loc>http://www.paulchambers3d.com/lily-snout-1</loc>
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    <lastmod>2017-07-14</lastmod>
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      <image:title>Lily &amp; Snout</image:title>
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      <image:title>Lily &amp; Snout</image:title>
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  </url>
  <url>
    <loc>http://www.paulchambers3d.com/police-state</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2019-12-10</lastmod>
    <image:image>
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      <image:caption>Building simple motion-tracked geometry in Blender for later reflection passes in Nuke.</image:caption>
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      <image:caption>Baking environmental proximity lighting from the HDRIs in Blender.</image:caption>
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      <image:caption>"Sentinel" - completed rig.</image:caption>
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      <image:caption>"Drone" - completed rig.</image:caption>
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      <image:caption>Starting to block out colors in Substance Painter. Only unique geometry has been imported.</image:caption>
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      <image:caption>Finishing up texture work on the "Sentinel". Again, only unique geometry has been imported for texturing to save time.</image:caption>
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      <image:caption>Testing the look against a stock HDRI with Substance Painter's internal renderer iRay.</image:caption>
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      <image:caption>Setting up the initial blocking with simple motion-tracked geometry and a simple node network.</image:caption>
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      <image:caption>Starting to rotoscope in the fence over CG elements.</image:caption>
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      <image:caption>Photoshop paint overs on non-textured model geometry used to test different looks within the composite.</image:caption>
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      <image:caption>Generating camera flares back in Blender for later compositing in Nuke.</image:caption>
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      <image:caption>Sky adjustment.</image:caption>
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      <image:caption>Final grade using a custom Photoshop LUT.</image:caption>
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  </url>
  <url>
    <loc>http://www.paulchambers3d.com/strange-angel</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2018-10-10</lastmod>
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      <image:caption>Wind tunnel and fan: Responsible for tunnel modeling. Shading team member.</image:caption>
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      <image:caption>Wind tunnel and fan: Responsible for tunnel modeling. Shading team member.</image:caption>
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    <image:image>
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      <image:caption>I’m extremely proud that my wind tunnel and fan model made it into the series title sequence.</image:caption>
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      <image:caption>Set dressing canisters: Responsible for modeling and shading.</image:caption>
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    <lastmod>2018-10-31</lastmod>
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      <image:title>The Man In The High Castle</image:title>
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      <image:title>The Man In The High Castle</image:title>
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    <image:image>
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      <image:title>The Man In The High Castle</image:title>
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    <image:image>
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    <image:image>
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      <image:title>The Man In The High Castle</image:title>
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  </url>
  <url>
    <loc>http://www.paulchambers3d.com/introduction</loc>
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    <priority>0.75</priority>
    <lastmod>2019-12-09</lastmod>
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    <loc>http://www.paulchambers3d.com/home</loc>
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    <priority>1.0</priority>
    <lastmod>2026-03-26</lastmod>
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      <image:title>Home - Wednesday</image:title>
      <image:caption>CG “Thing Digidouble”, season 1: Asset Supervisor</image:caption>
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      <image:title>Home - Beacon 23</image:title>
      <image:caption>Beacon Space Station Hero Asset: CG Supervisor</image:caption>
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      <image:title>Home - Percy Jackson and the Olympians</image:title>
      <image:caption>Nereid CG character, underwater environment: CG Supervisor</image:caption>
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      <image:caption>Digidouble, crystal platforms, mosque look development: Asset Supervisor</image:caption>
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      <image:caption>Air-Lock Set Extension: CG Supervisor</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1667232470201-BUBN4YVWSV5TOQRWIF6O/autopsy.jpg</image:loc>
      <image:title>Home - Guillermo del Toro's Cabinet of Curiosities</image:title>
      <image:caption>The Autopsy, The Murmuring: Asset Supervisor</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1750971269836-B7N228W9EE86DGP143XZ/handmaids_tale.jpg</image:loc>
      <image:title>Home - The Handmaids Tale</image:title>
      <image:caption>Airport explosion: CG Supervisor</image:caption>
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      <image:caption>Pulaski Skyway Bridge: Modeling &amp; Shading</image:caption>
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      <image:title>Home - The Ice Road</image:title>
      <image:caption>Manitonka Lake: Environment Artist</image:caption>
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      <image:title>Home - NOS4A2</image:title>
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      <image:caption>Rocket site: Modeling &amp; shading</image:caption>
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      <image:caption>Set Extension: Modeling &amp; shading team member</image:caption>
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      <image:title>Home - Man in the High Castle</image:title>
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      <image:caption>Japanese Armada: Modeling &amp; shading team member</image:caption>
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      <image:caption>Statue of Liberty Torch: Modeling. Ferry: Shading</image:caption>
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      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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      <image:title>Home - Make it stand out</image:title>
      <image:caption>Whatever it is, the way you tell your story online can make all the difference.</image:caption>
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      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1754660312722-9AZ7KKIYZ7TYXIUKF6VK/chief_of_war.jpg</image:loc>
      <image:title>Home - Apple TV+ / Mavericks VFX</image:title>
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      <image:caption />
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      <image:title>Home - Amazon / MARZ VFX</image:title>
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      <image:title>Home - Disney+ / MARZ VFX</image:title>
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      <image:title>Home - Netflix / MARZ VFX</image:title>
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      <image:caption />
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      <image:caption />
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    <image:image>
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      <image:caption />
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      <image:loc>https://images.squarespace-cdn.com/content/v1/54651edee4b041dd141fd5a0/1655297716604-ZQ9JL8BL987KQVN82OBV/marvel_poster.jpg</image:loc>
      <image:title>Home - Disney+ / MARZ VFX</image:title>
      <image:caption />
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    <image:image>
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      <image:title>Home - Disney+ / MARZ VFX</image:title>
      <image:caption />
    </image:image>
    <image:image>
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      <image:title>Home - AMC / MARZ VFX</image:title>
      <image:caption />
    </image:image>
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      <image:title>Home - Apple TV+ / MARZ VFX</image:title>
      <image:caption />
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