My Raw 3D render as delivered to the Agency.
I always so an Ambient/Dirt pass so the Art Director and Finisher can add dirt and grit in post
I also provide as needed, a Z-Depth pass for post adjustments as well.
A crop in close up of the Key Art for Salem.
Details of the build rendered out in Ambient Occlusion/Dirt Shaders.
More details of the build rendered out in Ambient Occlusion/Dirt Shaders on the top sides and posts.
The detailed scroll work on the the 3D-model were 3D, not a 2D bump-map effect. The Cebas Final-Render Dirt Shader works wonders if it has real geometry to fill in that a Bump-Map is not suitable for.
An Exploded view of the various parts and groups built for the Gothic 3D Illustration.
Here is the working 2D-Layout to 3D Vector grid, to the blocking of the Gothic piece in 3D.
Key Art 3D Illustration
Season 3 SALEM 2017
Client: WGN America via The Arsonal[Agency]
Art Direction: Whyte Limtrakul.
Project Date: July 2016.
I was called in to help create a full 3D rendered Gothic Architectural framework for the One-Sheet for the new Season 3 of SALEM on WGN America back last Summer.
The agency had mocked up something for me from old photos, that was to give me the general layout and scale for each window for the characters to be comp'ed into it once my render was done.
Step one was to drop the image into 3DSmax my 3D software, and build a vector scale object over the bitmap so I could built to it in 3D. Once adjusted for perspective I proceeded to build out the parts. Once we went thru a few rounds to adjust the details and scale of the parts I proceeded with the gilded wood texture and look. Once approved I rendered out a 9000 pixel huge final for use on Billboards, One-Sheets and 30-Sheets, or web.
As an architectural nut, I love High-Gothic, and have build Gothic architectural elements in the past, so this was a pleasure to create for Brad Johnson and his team.