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	<title>Kevin McNamara</title>
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	<description>Personal Portfolio</description>
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		<title>Nature Scene</title>
		<link>http://kmcnamaracom.ipage.com/?p=209</link>
		<comments>http://kmcnamaracom.ipage.com/?p=209#comments</comments>
		<pubDate>Thu, 22 Sep 2011 22:19:33 +0000</pubDate>
		<dc:creator>KMcNamara</dc:creator>
				<category><![CDATA[Portfolio]]></category>

		<guid isPermaLink="false">http://kmcnamaracom.ipage.com/?p=209</guid>
		<description><![CDATA[<p><img src="http://kmcnamaracom.ipage.com/wp-content/themes/TheStyle/timthumb.php?src=http://kmcnamaracom.ipage.com/images/manualThumbs/natureThumb.jpg&amp;h=200&amp;w=300&amp;zc=1"/></p>Tired from hunting with your bow all day, you stumble out of the thick forest into a large clearing, lush with grass and flowers. A stagnant pond sits in the middle, hugged by large, ivy-covered cliff. Spotting an old, dilapidated boardwalk leading to a small island in the center of the pond, you carefully make [...]]]></description>
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<td align="left" valign="top">Tired from hunting with your bow all day, you stumble out of the thick forest into a large clearing, lush with grass and flowers. A stagnant pond sits in the middle, hugged by large, ivy-covered cliff. Spotting an old, dilapidated boardwalk leading to a small island in the center of the pond, you carefully make your way across. When you reach the dead, hollowed out tree that sits on the island you are surprised to discover a passageway dug into the ground. It looks as though it leads towards the capitol city, and possibly the castle, but there is only one way to find out for sure.</p>
<p>Used a combination of Maya fur and paint effects for the grass and an ivy generator for the ivy.</td>
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	<h3>nature</h3>

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		<title>Demo Reel 2011</title>
		<link>http://kmcnamaracom.ipage.com/?p=185</link>
		<comments>http://kmcnamaracom.ipage.com/?p=185#comments</comments>
		<pubDate>Mon, 17 Jan 2011 23:09:35 +0000</pubDate>
		<dc:creator>KMcNamara</dc:creator>
				<category><![CDATA[Demo Reel]]></category>

		<guid isPermaLink="false">http://kmcnamaracom.ipage.com/?p=185</guid>
		<description><![CDATA[<p><img src="http://kmcnamaracom.ipage.com/wp-content/themes/TheStyle/timthumb.php?src=http://kmcnamaracom.ipage.com/images/manualThumbs/reelThumb.jpg&amp;h=200&amp;w=300&amp;zc=1"/></p>Available in 720p, simply adjust the quality settings after clicking the play button. Please see below for the reel breakdown. Demo Reel Breakdown 0:04 – 0:16: Pixar group project: This scene of ancient Venice was created by three interns (myself, Sam Wirch, and Megan Gritzfeld) over the course of four days during an internship at [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://kmcnamaracom.ipage.com/wp-content/themes/TheStyle/timthumb.php?src=http://kmcnamaracom.ipage.com/images/manualThumbs/reelThumb.jpg&amp;h=200&amp;w=300&amp;zc=1"/></p><p><span style="color: #000000;"> Available in 720p, simply adjust the quality settings after clicking the play button. Please see below for the reel breakdown.</span></p>
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<div class="Section1">
<p style="text-align: center;"><strong>Demo Reel Breakdown</strong></p>
<p><strong>0:04 – 0:16: Pixar group project: </strong>This scene of ancient Venice was created by three interns (myself, Sam Wirch, and Megan Gritzfeld) over the course of four days during an internship at Pixar Animation Studios. I handled all of the shading and most of the modeling using Maya, Slim, and Photoshop. The project was created completely within Pixar’s pipeline and was rendered out through the render farm.</p>
<p><strong> </strong></p>
<p><strong>0:16 – 0:35: Independent Project in Subsurface Scattering: </strong>The images in this section were rendered using an path-tracing integrator written by myself, which plugs into the Mitsuba renderer. My integrator calculates the direct, indirect, and subsurface illumination required to illuminate the scene. Written in C++, the integrator traces the paths of light rays around the scene (and through scattering media when necessary) in order to compute accurate illumination. This was a 10-week independent programming project.</p>
<p><strong> </strong></p>
<p><strong>0:35 – 0:47: Ray Tracer: </strong>These two images were rendered by a ray tracer written by myself and Thomas Buckley in C++ over the course of two weeks as the final project for an introduction to graphics course. The ray tracer features texture mapping, area lights (for soft shadows), ambient occlusion, bump mapping, depth of field, environment cubes/spheres, refraction, glossy reflections, and support for OBJ files (for arbitrary meshes other than primitives).</p>
<p><strong> </strong></p>
<p><strong>0:46 – 1:20: Procedural snow and drift generator: </strong>This system was my personal project during the last week and a half of my internship at Pixar. The generator takes as input any arbitrary mesh and procedurally generates snow accumulation and snowdrifts according to input parameters. The system was created in Houdini and thus is completely procedural. Utilizing an ambient occlusion approximation (calculated via ray casting) and other heuristics, the system intelligently builds up snow based on geometry and input parameters. The user can then toggle parameters including the wind speed, direction, and snow softness in order to achieve procedurally generated snowdrifts. The snow shaders were created in Slim and rendered using RenderMan.</p>
<p><strong> </strong></p>
<p><strong>1:22 – 1:32: Shader Demo: </strong>I modeled everything seen in the renders as well as created the shaders using 3D Studio Max and Mental Ray. The shaders were based off of both the default 3DS Max materials as well as the Mental Ray materials. The diffuse, bump, and specular maps for the tile material were created by myself in Photoshop. I used photometric lights, an HDRI background map, soft shadows, depth of field, vignetting, and other features for the render. Render time (using the Mental Ray renderer): 50 hours on a 2.66 GHz Intel Q6600</p>
<p><strong> </strong></p>
<p><strong>1:32- 2:18: Cargo truck, Vietnamese huts, vegetation, helicopter, guns: </strong>Everything seen in these renders was modeled and textured by myself. Models were created in 3D Studio Max. The textures are a combination of hand drawn textures and photographs, created in Adobe Photoshop. All of these models and textures were created for the Call of Duty game modification Eve of Destruction and thus are low-polygon models meant for use in a real time video game environment.</p>
<p><strong> </strong></p>
<p><strong>2:18 – 2:40: 3D Racing Game: </strong>I created this racing game as my final project for Harvard’s introductory computer science course during my first semester as a freshman. The game was programmed in C++ and uses DirectX 9.0c. I used Microsoft Visual Studio for the programming and created all of the models and textures in 3DS Max and Adobe Photoshop. I based the engine code off of Frank Luna’s book “3D Game Programming with DirectX”. The game features artificially intelligent opponents that race around the track, collisions between karts, height map terrain, skidding, and more.<strong> </strong></p>
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		<title>Ray Tracer</title>
		<link>http://kmcnamaracom.ipage.com/?p=164</link>
		<comments>http://kmcnamaracom.ipage.com/?p=164#comments</comments>
		<pubDate>Mon, 20 Dec 2010 03:47:10 +0000</pubDate>
		<dc:creator>KMcNamara</dc:creator>
				<category><![CDATA[Portfolio]]></category>

		<guid isPermaLink="false">http://kmcnamaracom.ipage.com/?p=164</guid>
		<description><![CDATA[<p><img src="http://kmcnamaracom.ipage.com/wp-content/themes/TheStyle/timthumb.php?src=http://kmcnamaracom.ipage.com/images/manualThumbs/raytraceThumb.jpg&amp;h=200&amp;w=300&amp;zc=1"/></p>Ray Tracer written in C++ by myself and Thomas Buckley. List of features: Area Lights (for soft shadows) We simulate circular area lights by implementing a new light type with a radius parameter. The ray tracer then samples this disk (instead of a single point) when calculating the shadow ray intersection in order to obtain [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://kmcnamaracom.ipage.com/wp-content/themes/TheStyle/timthumb.php?src=http://kmcnamaracom.ipage.com/images/manualThumbs/raytraceThumb.jpg&amp;h=200&amp;w=300&amp;zc=1"/></p><p><span style="color: #000000;">Ray Tracer written in C++ by myself and Thomas Buckley. List of features:</span></p>
<dt><span style="color: #000000;">Area Lights (for soft shadows)</span></dt>
<dd><span style="color: #000000;">We simulate circular area lights by implementing a new light type with a radius parameter. The ray tracer then samples this disk (instead of a single point) when calculating the shadow ray intersection in order to obtain soft shadows.</span></dd>
<dt><span style="color: #000000;">Ambient Occlusion</span></dt>
<dt></dt>
<dd><span style="color: #000000;">We implemented ambient occlusion by adding a new light type that acts like an ambient light but instead casts shadow rays that are sampled from the unit hemisphere at the intersection point. Thus we can darken areas that are closer to other objects.</span></dd>
<dt><span style="color: #000000;">Bump-mapping</span></dt>
<dd><span style="color: #000000;">We support bump-mapping, where normal maps are passed into the raytracer through the MTL file and then read from when calculating specular and diffuse lighting.</span></dd>
<dt><span style="color: #000000;">Depth of Field</span></dt>
<dt></dt>
<dd><span style="color: #000000;">We added lens diameter, focal distance, and view plane distance parameters and then sample based on this lens radius. Thus we are able to perturb the initial rays that are being traced from the camera to progressively blur objects that are farther away from the focal plane.</span></dd>
<dt><span style="color: #000000;">Environment Cubes</span></dt>
<dd><span style="color: #000000;">These are simply materials that do not calculate shading or shadows and thus we can simply apply an environment cube texture to a large cube (with normals flipped) that encompasses the scene. This simulates environment mapping and provides some nice results as seen in the images.</span></dd>
<dt><span style="color: #000000;">Glossy Reflection</span></dt>
<dd><span style="color: #000000;">The ray tracer uses the multi jittered sampler to sample the unit hemisphere and perturb the reflection ray. The &#8220;glossy&#8221; setting in the .MTL file can be used to control the sample distribution over the hemisphere and thus control how glossy or mirrored the reflection will be.</span></dd>
<dt><span style="color: #000000;">Refraction</span></dt>
<dd><span style="color: #000000;">We added support for refraction, which uses the refraction constants passed in through the MTL file to calculate the trajectory for new rays when rays intersect refractive objects.</span></dd>
<p><span style="color: #000000;">
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		<title>Ancient Venice (Pixar group project)</title>
		<link>http://kmcnamaracom.ipage.com/?p=170</link>
		<comments>http://kmcnamaracom.ipage.com/?p=170#comments</comments>
		<pubDate>Fri, 17 Dec 2010 04:49:49 +0000</pubDate>
		<dc:creator>KMcNamara</dc:creator>
				<category><![CDATA[Portfolio]]></category>

		<guid isPermaLink="false">http://kmcnamaracom.ipage.com/?p=170</guid>
		<description><![CDATA[<p><img src="http://kmcnamaracom.ipage.com/wp-content/themes/TheStyle/timthumb.php?src=http://kmcnamaracom.ipage.com/images/manualThumbs/veniceThumb.jpg&amp;h=200&amp;w=300&amp;zc=1"/></p>Group project completed in four days during my internship at Pixar during the summer of 2010. We created a scene from ancient Venice which features over 40 different RenderMan shaders, animated flickering lamps and water caustics and over 20 different model entities. The entire scene was created using the Pixar pipeline which included Maya for [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://kmcnamaracom.ipage.com/wp-content/themes/TheStyle/timthumb.php?src=http://kmcnamaracom.ipage.com/images/manualThumbs/veniceThumb.jpg&amp;h=200&amp;w=300&amp;zc=1"/></p><p><span style="color: #000000;">Group project completed in four days during my internship at Pixar during the summer of 2010. We created a scene from ancient Venice which features over 40 different RenderMan shaders, animated flickering lamps and water caustics and over 20 different model entities. The entire scene was created using the Pixar pipeline which included Maya for modeling, Slim for shading, Menv for lighting, and RenderMan for rendering. </span></p>
<p><span style="color: #000000;">I was responsible for all of the shading as well as some modeling. Sam Wirch was responsible for the lighting and animation. Megan Gritzfeld was responsible for the modeling of the bridge as well as some texture painting.</span></p>
<p style="text-align: center;">

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<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="630" height="380" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="wmode" value="window" /><param name="allowFullScreen" value="true" /><param name="src" value="http://www.youtube.com/v/op0q_9ek154&amp;ap=en&amp;fs=1&amp;rel=0&amp;ap=%2526fmt%3D22" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="630" height="380" src="http://www.youtube.com/v/op0q_9ek154&amp;ap=en&amp;fs=1&amp;rel=0&amp;ap=%2526fmt%3D22" allowfullscreen="true" wmode="window"></embed></object></p>
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		<title>Procedural Snow</title>
		<link>http://kmcnamaracom.ipage.com/?p=98</link>
		<comments>http://kmcnamaracom.ipage.com/?p=98#comments</comments>
		<pubDate>Mon, 13 Dec 2010 19:40:44 +0000</pubDate>
		<dc:creator>KMcNamara</dc:creator>
				<category><![CDATA[Portfolio]]></category>

		<guid isPermaLink="false">http://kmcnamaracom.ipage.com/?p=98</guid>
		<description><![CDATA[<p><img src="http://kmcnamaracom.ipage.com/wp-content/themes/TheStyle/timthumb.php?src=http://kmcnamaracom.ipage.com/images/snowBall.jpg&amp;h=200&amp;w=300&amp;zc=1"/></p>This was my final independent project for my undergraduate internship at Pixar during the summer of 2010. Over the course of a week and a half I developed a procedural snow generation system in Houdini as well as Render Man shaders for two different types of snow. The procedural generation system takes as input any [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://kmcnamaracom.ipage.com/wp-content/themes/TheStyle/timthumb.php?src=http://kmcnamaracom.ipage.com/images/snowBall.jpg&amp;h=200&amp;w=300&amp;zc=1"/></p><p><span style="color: #000000;">This was my final independent project for my undergraduate internship at Pixar during the summer of 2010. Over the course of a week and a half I developed a procedural snow generation system in Houdini as well as Render Man shaders for two different types of snow.<br />
<br/><br />
The procedural generation system takes as input any .FBX mesh (easily exported from Maya) and then proceeds to clump snow onto the mesh based on various heuristics and then molds the snow into drifts based on input parameters. The user can edit the system to control the amount of snow buildup, the wind direction, and the wind speed. I build a ray casting system that approximates ambient occlusion to more realistically simulate snow accumulating in appropriate locations. The snow drifting system also uses a ray casting system to simulate wind drag around objects and build up snow in areas of high turbulence and/or low velocity.</span></p>

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<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="630" height="380" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="wmode" value="window" /><param name="allowFullScreen" value="true" /><param name="src" value="http://www.youtube.com/v/jmqmJRFRX3E&amp;ap=en&amp;fs=1&amp;rel=0&amp;ap=%2526fmt%3D22" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="630" height="380" src="http://www.youtube.com/v/jmqmJRFRX3E&amp;ap=en&amp;fs=1&amp;rel=0&amp;ap=%2526fmt%3D22" allowfullscreen="true" wmode="window"></embed></object></p>
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		<title>Mario (May 2007)</title>
		<link>http://kmcnamaracom.ipage.com/?p=89</link>
		<comments>http://kmcnamaracom.ipage.com/?p=89#comments</comments>
		<pubDate>Sun, 21 Nov 2010 02:17:45 +0000</pubDate>
		<dc:creator>KMcNamara</dc:creator>
				<category><![CDATA[Portfolio]]></category>

		<guid isPermaLink="false">http://kmcnamaracom.ipage.com/?p=89</guid>
		<description><![CDATA[<p><img src="http://kmcnamaracom.ipage.com/wp-content/themes/TheStyle/timthumb.php?src=http://kmcnamaracom.ipage.com/images/mario4.jpg&amp;h=200&amp;w=300&amp;zc=1"/></p>Here are some images from an old high school project. I coded up a basic Super Mario game in C++ with DirectX. This was done during my junior year of high school. All sprites were hand drawn by myself in Photoshop.]]></description>
			<content:encoded><![CDATA[<p><img src="http://kmcnamaracom.ipage.com/wp-content/themes/TheStyle/timthumb.php?src=http://kmcnamaracom.ipage.com/images/mario4.jpg&amp;h=200&amp;w=300&amp;zc=1"/></p><p><span style="color: #000000;">Here are some images from an old high school project. I coded up a basic Super Mario game in C++ with DirectX. This was done during my junior year of high school. All sprites were hand drawn by myself in Photoshop.</span></p>

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		<title>Pixar Application Demo Reel (December 2009)</title>
		<link>http://kmcnamaracom.ipage.com/?p=62</link>
		<comments>http://kmcnamaracom.ipage.com/?p=62#comments</comments>
		<pubDate>Thu, 11 Nov 2010 20:25:18 +0000</pubDate>
		<dc:creator>KMcNamara</dc:creator>
				<category><![CDATA[Demo Reel]]></category>

		<guid isPermaLink="false">http://kmcnamaracom.ipage.com/?p=62</guid>
		<description><![CDATA[<p><img src="http://kmcnamaracom.ipage.com/wp-content/themes/TheStyle/timthumb.php?src=http://kmcnamaracom.ipage.com/images/reelThumb.png&amp;h=200&amp;w=300&amp;zc=1"/></p>Available in 720p, simply adjust the quality settings after clicking the play button. Please see below for the reel breakdown. Reel Breakdown 0:12 – 0:38: Shader Demo I modeled everything seen in the renders as well as created the shaders using 3D Studio Max and Mental Ray. The shaders were based off of both the default 3DS Max [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://kmcnamaracom.ipage.com/wp-content/themes/TheStyle/timthumb.php?src=http://kmcnamaracom.ipage.com/images/reelThumb.png&amp;h=200&amp;w=300&amp;zc=1"/></p><p><span style="color: #000000;"> Available in 720p, simply adjust the quality settings after clicking the play button. Please see below for the reel breakdown.</span></p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="630" height="380" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="wmode" value="window" /><param name="allowFullScreen" value="true" /><param name="src" value="http://www.youtube.com/v/LIX0o7ARumM&amp;ap=en&amp;fs=1&amp;rel=0&amp;ap=%2526fmt%3D22" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="630" height="380" src="http://www.youtube.com/v/LIX0o7ARumM&amp;ap=en&amp;fs=1&amp;rel=0&amp;ap=%2526fmt%3D22" allowfullscreen="true" wmode="window"></embed></object></p>
<div class="Section1">
<p class="MsoNormal" style="margin-bottom: .0001pt; text-align: center;"><span style="font-size: 22.0pt; mso-bidi-font-size: 12.0pt;"><br />
<span style="color: #000000;"> Reel Breakdown</span></span></p>
<p class="MsoNormal" style="margin-bottom: .0001pt; text-align: center;"><span style="font-size: 16.0pt; mso-bidi-font-size: 12.0pt;"><span style="color: #000000;"> </span></span></p>
<p class="MsoNormal"><span style="font-size: 14.0pt; mso-bidi-font-size: 12.0pt;"><span style="color: #000000;">0:12 – 0:38: Shader Demo</span></span></p>
<p class="MsoNormal" style="margin-left: .5in;"><span style="color: #000000;">I modeled everything seen in the renders as well as created the shaders using 3D Studio Max and Mental Ray. The shaders were based off of both the default 3DS Max materials as well as the Mental Ray materials. The diffuse, bump, and specular maps for the tile material were created by me in Photoshop. I used photometric lights, an HDRI background map, soft shadows, depth of field, vignetting, and other features for the render. Render time (using the Mental Ray renderer): 50 hours on a 2.66 GHz Intel Q6600</span></p>
<p class="MsoNormal"><span style="font-size: 14.0pt; mso-bidi-font-size: 12.0pt;"><span style="color: #000000;">0:39 – 1:32: Cargo truck, Vietnamese huts, vegetation, and helicopter</span></span></p>
<p class="MsoNormal" style="margin-left: .5in;"><span style="color: #000000;">Everything seen in these renders was modeled and textured by me. Models were created in 3DS Max. The textures are a combination of hand drawn textures and photographs, created in Adobe Photoshop. All of these models and textures were created for the Call of Duty game modification Eve of Destruction and thus are low-polygon models meant for use in a real time video game environment.</span></p>
<p class="MsoNormal"><span style="font-size: 14.0pt; mso-bidi-font-size: 12.0pt;"><span style="color: #000000;">1:33 – 1:46: Various models for video games</span></span></p>
<p class="MsoNormal" style="margin-left: .5in;"><span style="color: #000000;">I modeled the Abrams tank in 3DS Max and the texture was created by the online alias Miles. (a member of the mod team that I was working on at the time). I modeled, textured, and rigged the model of Ronald McDonald and his car, which I call the Fry Mobile. I modeled and textured all of the weapons seen here. I drew these textures by hand (Wacom tablet) in Adobe Photoshop. All of these models and textures were made for the Call of Duty game modification Modern Warfare. I led this mod team for about two years during the early stages of high school.</span></p>
<p class="MsoNormal"><span style="font-size: 14.0pt; mso-bidi-font-size: 12.0pt;"><span style="color: #000000;">1:48 – end: 3D Racing Game</span></span></p>
<p class="MsoNormal" style="margin-left: .5in;"><span style="color: #000000;">I created this racing game as my final project for Harvard’s introductory computer science course during my first semester as a freshman. The game was programmed in C++ and uses DirectX 9.0c. I used Microsoft Visual Studio for the programming and created all of the models and textures in 3DS Max and Adobe Photoshop. I based the engine code off of Frank Luna’s book “3D Game Programming with DirectX”. The game features artificially intelligent opponents that race around the track, collisions between karts, height map terrain, skidding, and more.</span></p>
<p class="MsoNormal" style="margin-left: .5in;"><span style="color: #000000;">I compiled the reel in iMovie 2009 and Sony Vegas Pro.</span></p>
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		<title>Ronald McDonald</title>
		<link>http://kmcnamaracom.ipage.com/?p=51</link>
		<comments>http://kmcnamaracom.ipage.com/?p=51#comments</comments>
		<pubDate>Tue, 09 Nov 2010 11:50:58 +0000</pubDate>
		<dc:creator>KMcNamara</dc:creator>
				<category><![CDATA[Portfolio]]></category>

		<guid isPermaLink="false">http://kmcnamaracom.ipage.com/?p=51</guid>
		<description><![CDATA[<p><img src="http://kmcnamaracom.ipage.com/wp-content/themes/TheStyle/timthumb.php?src=http://kmcnamaracom.ipage.com/images/manualThumbs/ronaldThumb.jpg&amp;h=200&amp;w=300&amp;zc=1"/></p>I created the models and textures of Ronald and his fry mobile as characters for my 3D racing game project. Polygon counts and texture resolutions had to be kept very low. Software used: 3D Studio Max and Photoshop]]></description>
			<content:encoded><![CDATA[<p><img src="http://kmcnamaracom.ipage.com/wp-content/themes/TheStyle/timthumb.php?src=http://kmcnamaracom.ipage.com/images/manualThumbs/ronaldThumb.jpg&amp;h=200&amp;w=300&amp;zc=1"/></p><p><span style="color: #000000;">I created the models and textures of Ronald and his fry mobile as characters for my 3D racing game project. Polygon counts and texture resolutions had to be kept very low.</span></p>
<p><span style="color: #000000;">Software used: 3D Studio Max and Photoshop</span></p>

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	<h3>ronald</h3>

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		<title>Shading Practice</title>
		<link>http://kmcnamaracom.ipage.com/?p=56</link>
		<comments>http://kmcnamaracom.ipage.com/?p=56#comments</comments>
		<pubDate>Sat, 06 Nov 2010 06:57:37 +0000</pubDate>
		<dc:creator>KMcNamara</dc:creator>
				<category><![CDATA[Portfolio]]></category>

		<guid isPermaLink="false">http://kmcnamaracom.ipage.com/?p=56</guid>
		<description><![CDATA[<p><img src="http://kmcnamaracom.ipage.com/wp-content/themes/TheStyle/timthumb.php?src=http://kmcnamaracom.ipage.com/images/manualThumbs/chromeThumb.jpg&amp;h=200&amp;w=300&amp;zc=1"/></p>This was done to practice shading, lighting, and rendering with Mental Ray. Software used: 3D Studio Max, Mental Ray, Photoshop]]></description>
			<content:encoded><![CDATA[<p><img src="http://kmcnamaracom.ipage.com/wp-content/themes/TheStyle/timthumb.php?src=http://kmcnamaracom.ipage.com/images/manualThumbs/chromeThumb.jpg&amp;h=200&amp;w=300&amp;zc=1"/></p><p><span style="color: #000000;">This was done to practice shading, lighting, and rendering with Mental Ray.</span></p>
<p><span style="color: #000000;">Software used: 3D Studio Max, Mental Ray, Photoshop</span></p>
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		<title>Game Models</title>
		<link>http://kmcnamaracom.ipage.com/?p=42</link>
		<comments>http://kmcnamaracom.ipage.com/?p=42#comments</comments>
		<pubDate>Tue, 02 Nov 2010 00:30:49 +0000</pubDate>
		<dc:creator>KMcNamara</dc:creator>
				<category><![CDATA[Portfolio]]></category>

		<guid isPermaLink="false">http://kmcnamaracom.ipage.com/?p=42</guid>
		<description><![CDATA[<p><img src="http://kmcnamaracom.ipage.com/wp-content/themes/TheStyle/timthumb.php?src=http://kmcnamaracom.ipage.com/images/weapons.jpg&amp;h=200&amp;w=300&amp;zc=1"/></p>Here are some old models for a Call of Duty modification called Eve Of Destruction. All models and textures by Kevin McNamara. Software used: 3D Studio Max and Photoshop]]></description>
			<content:encoded><![CDATA[<p><img src="http://kmcnamaracom.ipage.com/wp-content/themes/TheStyle/timthumb.php?src=http://kmcnamaracom.ipage.com/images/weapons.jpg&amp;h=200&amp;w=300&amp;zc=1"/></p><p style="text-align: left;"><span style="color: #000000;">Here are some old models for a Call of Duty modification called Eve Of Destruction. All models and textures by Kevin McNamara.</span></p>
<p><span style="color: #000000;">Software used: 3D Studio Max and Photoshop</span></p>
<p><span style="color: #000000;"></span></p>
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