<?xml version="1.0" encoding="UTF-8"?>
<urlset xmlns="http://www.sitemaps.org/schemas/sitemap/0.9" xmlns:image="http://www.google.com/schemas/sitemap-image/1.1" xmlns:xhtml="http://www.w3.org/1999/xhtml">
  <url>
    <loc>http://www.jimkoonce.com/breakdown-images</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2015-02-27</lastmod>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54e6bac4e4b021b682b90fa3/1425013235029-CDPWX67AJTQZFTZAOVTL/kitchen_texturing.jpg</image:loc>
      <image:title>Breakdown Images - Kitchen Utensils</image:title>
      <image:caption>Responsible for all aspects, except HDR. The goal was to texture man-made objects in a newer state and then re-texture the same geometry to show wear and tear. I wanted to work with objects that I use on an everyday basis. I modeled the scene in Maya. Photoshop and Mari were used for painting the textures. 1280 x 720. Rendered in Mental Ray. 8-12 minutes a frame.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54e6bac4e4b021b682b90fa3/1425013235029-CDPWX67AJTQZFTZAOVTL/kitchen_texturing.jpg</image:loc>
      <image:title>Breakdown Images - Kitchen Utensils</image:title>
      <image:caption>Responsible for all aspects, except HDR. The goal was to texture man-made objects in a newer state and then re-texture the same geometry to show wear and tear. I wanted to work with objects that I use on an everyday basis. I modeled the scene in Maya. Photoshop and Mari were used for painting the textures. 1280 x 720. Rendered in Mental Ray. 8-12 minutes a frame.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54e6bac4e4b021b682b90fa3/1424595057989-2R5AOYKTVXCJC4ABR39K/coffee_roaster_thumbnail_720.png</image:loc>
      <image:title>Breakdown Images - Coffee Roaster</image:title>
      <image:caption>Responsible for Modeling, Texturing, Smoke Particles, and Rendering. This scene was done as part of a group project. I modeled the coffee roaster in Maya. I used Photoshop and Mari to texture it, and used nParticles for the smoke you see rising from the beans. I also worked to optimize the scene to allow for quicker renders. 1280 x 720. Rendered with Mental Ray. About 50 minutes a frame.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54e6bac4e4b021b682b90fa3/1424595293035-9F54F51SIH5Y30T0E8BM/candy_bowl_breakdown.jpg</image:loc>
      <image:title>Breakdown Images - Candy Bowl</image:title>
      <image:caption>Responsible for all aspects. This project came about because I wanted to do something fun and colorful with RBDs in Houdini. I used Photoshop to put the logos on the candy and Houdini's Bullet solver for the RBD simulation. I used point information from the DOP Network to instance randomly chosen geometry that had been assigned the 6 different colors of M&amp;M's. 1280 x 720. Rendered with Houdini's Mantra. 2-4 minutes a frame.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54e6bac4e4b021b682b90fa3/1425013024035-IE9NTUGJV9SAXLSW8HGK/rbd_vase_thumbnail.jpg</image:loc>
      <image:title>Breakdown Images - Vase RBD</image:title>
      <image:caption>Responsible for all aspects, except HDR. For these two sequences, I wanted to show the difference between heavy and light objects colliding in an RBD simulation. I modeled the vase in Maya, and the set up the rest of the scene in Houdini. I created an easy-to-use voronoi fracture system that gives the user control over the object's fracture points. 1280 x 720. Rendered with Houdini's Mantra.</image:caption>
    </image:image>
    <image:image>
      <image:loc>https://images.squarespace-cdn.com/content/v1/54e6bac4e4b021b682b90fa3/1424745102765-8DUEI0QFJIUVEMYH1XUB/house_thumbnail.jpg</image:loc>
      <image:title>Breakdown Images - Procedural House</image:title>
      <image:caption>Responsible for all aspects. For this piece, I wanted to make a house that had many procedural controls. The user can control basic parameters like height, width, and depth. Controls for the roof, porch, and windows were also included. I modeled and set up the scene in Houdini. I used Photoshop to touch up the roof texture before applying it in Houdini. 1280 x 720. Rendered with Houdini's Mantra.</image:caption>
    </image:image>
  </url>
  <url>
    <loc>http://www.jimkoonce.com/resume</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2025-04-30</lastmod>
  </url>
  <url>
    <loc>http://www.jimkoonce.com/reel</loc>
    <changefreq>daily</changefreq>
    <priority>1.0</priority>
    <lastmod>2024-04-22</lastmod>
  </url>
  <url>
    <loc>http://www.jimkoonce.com/contact</loc>
    <changefreq>daily</changefreq>
    <priority>0.75</priority>
    <lastmod>2015-02-27</lastmod>
  </url>
</urlset>

