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	<title>Kirk Gillard &#187; Gallery</title>
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	<link>http://www.kirkgillard.com</link>
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		<title>Dark Void Ancient Village Assets</title>
		<link>http://www.kirkgillard.com/gallery/dark-void-ancient-village-assets/</link>
		<comments>http://www.kirkgillard.com/gallery/dark-void-ancient-village-assets/#comments</comments>
		<pubDate>Tue, 23 Feb 2010 01:42:30 +0000</pubDate>
		<dc:creator>Kirk Gillard</dc:creator>
				<category><![CDATA[Gallery]]></category>
		<category><![CDATA[Professional]]></category>
		<category><![CDATA[Ancient Village]]></category>
		<category><![CDATA[baskets]]></category>
		<category><![CDATA[benches]]></category>
		<category><![CDATA[Dark Void]]></category>
		<category><![CDATA[Prop set]]></category>

		<guid isPermaLink="false">http://www.kirkgillard.com/?p=450</guid>
		<description><![CDATA[This is a set of assets I built for the ancient village sections of Dark Void.
All work is displayed in the Unreal 3 Editor

-Basket 1 uses 256 diffuse, normal, and a 128 specular map.
-Basket 2 uses 512 diffuse, normal, and a 512 specular/normal tile mask, and a 64&#215;64  detail normal map.
-Basket 3 uses 256 diffuse [...]]]></description>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Crossbow work in progress&#8230;</title>
		<link>http://www.kirkgillard.com/gallery/crossbow-work-in-progress/</link>
		<comments>http://www.kirkgillard.com/gallery/crossbow-work-in-progress/#comments</comments>
		<pubDate>Wed, 10 Feb 2010 21:56:31 +0000</pubDate>
		<dc:creator>Kirk Gillard</dc:creator>
				<category><![CDATA[Gallery]]></category>
		<category><![CDATA[Personal]]></category>
		<category><![CDATA[Crossbow]]></category>
		<category><![CDATA[High Poly]]></category>
		<category><![CDATA[Weapon]]></category>

		<guid isPermaLink="false">http://www.kirkgillard.com/?p=404</guid>
		<description><![CDATA[This is an advanced crossbow I&#8217;ve been working on, stand by for updates
]]></description>
		<wfw:commentRss>http://www.kirkgillard.com/gallery/crossbow-work-in-progress/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Propane Field Generator</title>
		<link>http://www.kirkgillard.com/gallery/propane-field-generator/</link>
		<comments>http://www.kirkgillard.com/gallery/propane-field-generator/#comments</comments>
		<pubDate>Fri, 08 Jan 2010 01:41:10 +0000</pubDate>
		<dc:creator>Kirk Gillard</dc:creator>
				<category><![CDATA[Gallery]]></category>
		<category><![CDATA[Personal]]></category>
		<category><![CDATA[Prop]]></category>
		<category><![CDATA[Propane Field Generator]]></category>
		<category><![CDATA[Sci-fi]]></category>

		<guid isPermaLink="false">http://www.kirkgillard.com/?p=386</guid>
		<description><![CDATA[This is a prop I created as part of an art test, it is comprised of 3302 polygons (triangulated)

The generator uses a 1024 Normal map, 768 diffuse specular, alpha and emissive maps. The Decals use a 384 diffuse/alpha map.
]]></description>
		<wfw:commentRss>http://www.kirkgillard.com/gallery/propane-field-generator/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Modular Watcher Ductwork</title>
		<link>http://www.kirkgillard.com/gallery/modular-watcher-ductwork/</link>
		<comments>http://www.kirkgillard.com/gallery/modular-watcher-ductwork/#comments</comments>
		<pubDate>Sun, 18 Oct 2009 06:05:49 +0000</pubDate>
		<dc:creator>Kirk Gillard</dc:creator>
				<category><![CDATA[Gallery]]></category>
		<category><![CDATA[Professional]]></category>
		<category><![CDATA[Dark Void]]></category>
		<category><![CDATA[Environment]]></category>
		<category><![CDATA[Modular]]></category>
		<category><![CDATA[Sci-fi]]></category>
		<category><![CDATA[Watcher]]></category>

		<guid isPermaLink="false">http://www.kirkgillard.com/?p=373</guid>
		<description><![CDATA[This is a set of assets used to construct the Watcher Ductwork in Dark Void.  Environment Artist James Hill also worked on this asset.
All work is displayed either in-game or in the Unreal 3 Editor

]]></description>
		<wfw:commentRss>http://www.kirkgillard.com/gallery/modular-watcher-ductwork/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Modular Watcher Hall Components</title>
		<link>http://www.kirkgillard.com/gallery/modular-watcher-hall-components/</link>
		<comments>http://www.kirkgillard.com/gallery/modular-watcher-hall-components/#comments</comments>
		<pubDate>Sat, 17 Oct 2009 05:18:19 +0000</pubDate>
		<dc:creator>Kirk Gillard</dc:creator>
				<category><![CDATA[Gallery]]></category>
		<category><![CDATA[Professional]]></category>
		<category><![CDATA[Dark Void]]></category>
		<category><![CDATA[Environment]]></category>
		<category><![CDATA[Modular]]></category>
		<category><![CDATA[Sci-fi]]></category>
		<category><![CDATA[Watcher]]></category>

		<guid isPermaLink="false">http://www.kirkgillard.com/?p=351</guid>
		<description><![CDATA[This is a set of assets used to construct the lower trenches in the &#8220;Watcher&#8221; environments of Dark Void.
All work is displayed either in-game or in the Unreal 3 Editor

]]></description>
		<wfw:commentRss>http://www.kirkgillard.com/gallery/modular-watcher-hall-components/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>USS Cyclops assets</title>
		<link>http://www.kirkgillard.com/gallery/1910s-deck-vent/</link>
		<comments>http://www.kirkgillard.com/gallery/1910s-deck-vent/#comments</comments>
		<pubDate>Wed, 30 Sep 2009 19:38:50 +0000</pubDate>
		<dc:creator>Kirk Gillard</dc:creator>
				<category><![CDATA[Gallery]]></category>
		<category><![CDATA[Professional]]></category>
		<category><![CDATA[cargo ship prop]]></category>
		<category><![CDATA[Dark Void]]></category>
		<category><![CDATA[Environment]]></category>
		<category><![CDATA[Prop]]></category>
		<category><![CDATA[vertical cover object]]></category>

		<guid isPermaLink="false">http://www.kirkgillard.com/?p=332</guid>
		<description><![CDATA[This is part of a set of props for the deck of a 1910&#8217;s cargo ship.
All work is shown in the Unreal 3 Editor

The vent uses 512&#215;512 diffuse, normal, and specular texture attribute maps.

This is a hatch I designed to function as a ledge during  the vertical cover gameplay sections of the USS Cyclops section of [...]]]></description>
		<wfw:commentRss>http://www.kirkgillard.com/gallery/1910s-deck-vent/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Guard Tower</title>
		<link>http://www.kirkgillard.com/gallery/guard-tower/</link>
		<comments>http://www.kirkgillard.com/gallery/guard-tower/#comments</comments>
		<pubDate>Wed, 09 Sep 2009 00:18:38 +0000</pubDate>
		<dc:creator>Kirk Gillard</dc:creator>
				<category><![CDATA[Gallery]]></category>
		<category><![CDATA[Personal]]></category>
		<category><![CDATA[Environment]]></category>
		<category><![CDATA[Guard Tower]]></category>
		<category><![CDATA[Sci-fi]]></category>

		<guid isPermaLink="false">http://www.kirkgillard.com/?p=268</guid>
		<description><![CDATA[This is a makeshift sci-fi guard tower.

The tower uses 2048 texture attribute maps (diffuse, normal, specular) and one 64&#215;64 tiling detail normal.

The sandbag mound uses 512 texture attribute maps (diffuse, normal, and specular)


Asset is shown in the Unreal 3 Editor
]]></description>
		<wfw:commentRss>http://www.kirkgillard.com/gallery/guard-tower/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Radar Trailer</title>
		<link>http://www.kirkgillard.com/gallery/radar-trailer/</link>
		<comments>http://www.kirkgillard.com/gallery/radar-trailer/#comments</comments>
		<pubDate>Fri, 04 Sep 2009 01:44:03 +0000</pubDate>
		<dc:creator>Kirk Gillard</dc:creator>
				<category><![CDATA[Gallery]]></category>
		<category><![CDATA[Personal]]></category>
		<category><![CDATA[Animated menu]]></category>
		<category><![CDATA[Game model]]></category>
		<category><![CDATA[UI]]></category>
		<category><![CDATA[vehicle]]></category>

		<guid isPermaLink="false">http://www.kirkgillard.com/?p=241</guid>
		<description><![CDATA[This is a  futuristic radar trailer/missle defense unit.
All work is displayed in the Unreal 3 Editor

The radar unit uses 2048 diffuse, normal, and specular along with a 64&#215;64 detail normal map


The animated menus use 256 multi-channel textures.

]]></description>
		<wfw:commentRss>http://www.kirkgillard.com/gallery/radar-trailer/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Fine art</title>
		<link>http://www.kirkgillard.com/gallery/fine-art/</link>
		<comments>http://www.kirkgillard.com/gallery/fine-art/#comments</comments>
		<pubDate>Tue, 01 Sep 2009 03:10:07 +0000</pubDate>
		<dc:creator>Kirk Gillard</dc:creator>
				<category><![CDATA[Gallery]]></category>
		<category><![CDATA[Personal]]></category>
		<category><![CDATA[Entertainment Stand]]></category>
		<category><![CDATA[Fine art]]></category>
		<category><![CDATA[Statue]]></category>
		<category><![CDATA[Wall Cross]]></category>

		<guid isPermaLink="false">http://www.kirkgillard.com/?p=237</guid>
		<description><![CDATA[Here are a few pieces of fine art.
]]></description>
		<wfw:commentRss>http://www.kirkgillard.com/gallery/fine-art/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Misc art tests</title>
		<link>http://www.kirkgillard.com/gallery/misc-art-tests/</link>
		<comments>http://www.kirkgillard.com/gallery/misc-art-tests/#comments</comments>
		<pubDate>Tue, 01 Sep 2009 02:02:10 +0000</pubDate>
		<dc:creator>Kirk Gillard</dc:creator>
				<category><![CDATA[Gallery]]></category>
		<category><![CDATA[Personal]]></category>
		<category><![CDATA[Appartment building]]></category>
		<category><![CDATA[Club KISS]]></category>
		<category><![CDATA[Environment]]></category>

		<guid isPermaLink="false">http://www.kirkgillard.com/?p=230</guid>
		<description><![CDATA[This is an art test where the assignment was to design and build a four story high rise using 10K polys, and a 2048 texture map split anyway I wished.

My building is a Classical Barroque revival using 9958 polys, 3 1024, and 2 512 texture attribute maps. (Diffuse, normal, specular, alpha, and incandescence)

This is an [...]]]></description>
		<wfw:commentRss>http://www.kirkgillard.com/gallery/misc-art-tests/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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