Showing posts sorted by relevance for query cold open. Sort by date Show all posts
Showing posts sorted by relevance for query cold open. Sort by date Show all posts

Wednesday, August 28, 2013

Project Review R.I.P.D.-3D R.I.P.D. Concept Badge 3D-Logo Icon Design for Key Art 2011. Cold Open PART II

 Here is the final Design presented for the R.I.P.D. Badge Concept for the Teaser Posters I built out in 3D.
 
 I did a warmer metal version with less dirt and aging for this one. The idea was to be able to paint between the two renders to get a dual finish feel, so the edges could be worn back to the brass casting etc.
 
 A darker version with a bit of edge lighting to it for RIPD.
 
 STEP I:
To create the badge as a single molded part I first create all the parts separately.
 
 STEP II:
Here are all the parts placed and ready for the Pro-Boolean operation. NOTE: I always save this[ and all steps separately] in case I need to go back to adjust, since all Booleans are a bit squirly.
 
 STEP III:
Here all parts are combined into one with the mesh output set to QUADS.
 
 STEP IV:
A apply a bend in both X and Y directions to dish the badge.
 
 STEP V:
The second bend is applied to the modifier stack in 3DSmax.
 
 STEP VI:
The final design with the subdivision added[ here it is with one level, though the finals had 2]
 
 A view of the final R.I.P.D. badge design with the skull and cap with dual firearms added up top.

Project Review
R.I.P.D.
3D R.I.P.D. Concept Badge 3D-Logo Icon Design for Key Art 2011.
Cold Open PART II

Client: Universal Pictures via Cold Open.
Art Direction: Gardner DeFranceaux.
Project Date: December 2011.

This is my fourth post on R.I.P.D., and my second for the Agency Cold Open. They were doing Comps for RIPD, and came up with a great design for a badge so they contacted me to create the 3D sculpted version for the teaser posters.

I received the vector outline files from Gardner, and we discussed the look he wanted to have with it so I proceeded to create the parts necessary to make the badge. Most quicker 3D models I make, are all separate parts and retain a very sharp edge in the parts themselves as well as at the intersections, but when you look close-up on most badges, they are cast and molded parts, with blended parts with filets and rounds thru-out the design, and this was the route that they wated to go.

I had developed a quick technique to do this using the Pro-Boolean in 3DS max, and this technique is dependent on that Plug-In as it can output the file in a Quad" format so that the faces come subdivided and ready to go for the most part.

Once the Pro-boolean was completed I added two bend commands to dish the badge, as all badges are not quite flat but are dished and bent to conform to the human body better, so I applied this onto the mesh output then subdivided the final. I added in the skull with police hat, as well as a pair of firearms[ I had not built the special gun from the film yet, and would have replaced it with them if this did go to a finish].

A super fun concept to flesh out.

                       Cheers, THOM

Thursday, August 22, 2013

Project Review: R.I.P.D.-3D Seven-Shooter Virtual Film Prop Replica for Key Art 2011.

 The first shot delivered for R.I.P.D to Cold Open was this side shot of the iconic forearm used in the film.


 I was asked to make it 30% longer so I adjusted it in 3D, and re-rendered it out.


 Here is a screen capture showing the alignment that I do to line up the virtual prop with the photography provided to me.


 This is the base Low-Poly mesh I made for the virtual film prop for RIPD.


 Here is the shot with Subdivision added with 2 levels of detail[ 3DSmax=Turbosmooth]


 An alternate comp with Jeff Bridges silhouetted with the gun up front. I rendered bright so they could take it back to a lower level. Too dark they have no room to go back up, so I did it this way.


 I did two shots with the gun opened up revealing the Long bullets as well as the blue glow for the "special shot' in the Center.


  A view similar to up top with the longer barrel and cylinder.


Project Review
R.I.P.D.
3D Seven-Shooter Virtual Film Prop Replica for Key Art 2011.
Cold Open PART I

Client: Universal Pictures via Cold Open.
Art Direction: Gardner DeFranceaux.
Project Date: December 2011.

A few years back I was hired to create a Virtual Prop replica for some Key Art work for the Agency Cold Open. They were doing Comps and needed a futuristic Gun Prop replicated for the then in production film R.I.P.D, and I gladly jumped on it.

I received a few shots of the prop and proceeded to create this fun little prop in 3D as a subdivision model. Once it was built out I was given some direction as well as some photography to line up this virtual firearm with so I rendered out just over half a dozen images for their presentations.

In advertising selling is everything, and with virtual props like this I can adjust the model itself to make it "Larger than Life", or in this case a bit longer. They wanted the Cylinder and Barrel about 30% longer, and if this was photography it would require a few good hours of time to 'Frankenstein' it together, but with a 3D asset like this, I merely took off the subdivision, went to the base simple mesh and pulled the points out to the desired length and re- smoothed and re-rendered it. A whole lot faster and cost effective to adjust as Virtual Photography of a virtual film prop.

I will have more R.I.P.D. posting in the weeks to come as I worked on this campaign for a few agencys. 

                       Cheers, THOM

Tuesday, January 13, 2026

Project Review: Hunter Street Season 1- Key Art Graphis Poster Annual 2018 Gold Winner

 
 
 Hunter Street Season 1- Key Art Graphis Poster Annual 2018 Gold Winner- This is the final 3D Illustration render with a few inches of bleed added all around delivered to Cold Open.

 

 
 
Hunter Street Season 1- Key Art Graphis Poster Annual 2018 Gold Winner-  Here is the final finished Key Art as printed.

 

 
 
Hunter Street Season 1- Key Art Graphis Poster Annual 2018 Gold Winner screen grab from the link HERE.

  

 
 
Hunter Street Season 1- Key Art Graphis Poster Annual 2018 Gold Winner- This is the final design zoomed out with a good amount of bleed with the final sketch overlay for reference to my camera match

 

 
 
Hunter Street Season 1- Key Art Graphis Poster Annual 2018 Gold Winner- The second 3D render pass is a Ambient Occlusion / Dirt overlay I provide to the agency to enhance the cracks and intersections while adding a base ambient light on all surfaces.

 

 
 
Hunter Street Season 1- Key Art Graphis Poster Annual 2018 Gold Winner- Also provide the Z-Depth map for distance based post editing for atmosphere like fog, as well as darkening by distance as well.
 

 
 
Hunter Street Season 1- Key Art Graphis Poster Annual 2018 Gold Winner- A Screen Grab with lighting and textures on to see the basic 3D model blocking,scene lights, and textures prior to render.

 
 
 
Hunter Street Season 1- Key Art Graphis Poster Annual 2018 Gold Winner- A Screen Grab from the camera view in a Clay Shader to show the 3D form of the model without lights and textures.

 

 
 
Hunter Street Season 1- Key Art Graphis Poster Annual 2018 Gold Winner- A Screen Grab from the camera view zoomed in rendered out as a Clay Shader.

 

 
 
Hunter Street Season 1- Key Art Graphis Poster Annual 2018 Gold Winner- A Screen Grab of the bookcase with hidden room in the floor/ wall.

 

 
 
Hunter Street Season 1- Key Art Graphis Poster Annual 2018 Gold Winner- A Screen Grab from backed up showing the virtual set wild walls floating to get the view as I needed.


 
 
Hunter Street Season 1- Key Art Graphis Poster Annual 2018 Gold Winner- A Screen Grab with wireframe colors along with the wheeled library ladder with cast iron steps.

 

 
 
Hunter Street Season 1- Key Art Graphis Poster Annual 2018 Gold Winner- This Ambient blocking model was done in January very early on. It has a foreground staircase and bookshelf and was zoomed into the scene much closer at first.

 

 Hunter Street Season 1- Key Art Graphis Poster Annual 2018 Gold Winner- Here is that early 3D Illustration render with the sketch overlaid on my blocking model.



Project Review: Hunter Street Season 1

Key Art 3D Illustration

Graphis Poster Annual Gold Winner 2018

 

Client:  Nickelodeon via Cold Open
Creative Direction: Gardner DeFranceaux

Project Date:  January and September 2016.

     I was brought onto this Nickelodeon project early in 2016 for Hunter Street a new TV Series and created an MC Escher'esque concept 3D Illustration, then 9 months later it finished and I rendered out the final, and then for 2018 after airing delays it won a Gold Place in the Graphis Annual Poster competition, similar to the Key Arts show.  Many thanks go out to Gardner there at Cold Open.
 
      I have gaps as long as a year between an initial concept and getting picked for the final like this project which spanned 9 months that year, and had to go back and re-render the comp at a finish size like this. This job was a really fun project as I am a huge MC. Escher fan, and studied his work extensively starting at CCS in Detroit when I was in college. I used what I learned from his books for many sketches I have done like these from Disney Interactive.

    Another great project I got from Cold Open agency. They have returned to using me through the past on work like this, rare, but so fun when I do get it. Walking up on walls and the multiple perspectives that Escher was made famous for was fun to realize in a vintage hard surface architectural environment along with library parts with rolling ladders and stuffed bookcases and trap doors sure was a fun project to do. To cap it off we won a Gold GRAPHIS Annual award which was great to be a part of realized in 3D from the initial concept sketch done at the agency.
 
    As a Behind the Art post , it shows my initial build as well as the final design geometry in wire-frames, and clay shader showing surfaces and blocked shapes along with the full color pass and additional renders. As usual I delivered the layered Photoshop file to the agency at a very high rez for finishing.

     As a side,I had built the 3D bookcases filled with books a few years prior that I also sell online via the stock model site Turbosquid, this allowed me to set dress the room much quicker and save some costs for the agency as well. You can see that here if you need one for your CGI work. It is all Quad modeled Sub-D for multiple render resolution output.

     I am currently full time doing freelance gigs as I hunt for a full-time place to work at, so if you need a bid for a 3D Illustration or 3D Logo, or a 3D Model feel free to contact me for a quote. I am open to Hourly gig's, Work Retainers, Part-time, and of course a Full Time opportunity [ Open to relocation ] would be best. I have worked remote since 2009, so I am ready to go.

                                 Cheers, THOM

Tuesday, October 14, 2025

Project Review: 3D Key Art Illustrations "Proof of Concept" for Horror Film Hell Fest April 2018

 

 
3D Key Art Illustrations for Proof of Concept for Horror Film Hell Fest 2018- This is the first of two Skull 3D Illustration sculptures I did as Concept art for the Key Art. This low 3D Camera angle with red light on the dark metal set the tone for the project.
 
 
 
 
3D Key Art Illustrations for Proof of Concept for Horror Film Hell Fest 2018-  The Ambient / Dirt 3D Render pass from Cebas Final Render is always helpful to tune in the RAW 3D Color Pass render in Photoshop for Print work or in After Effects for MGFX.
 
 
 
3D Key Art Illustrations for Proof of Concept for Horror Film Hell Fest 2018- A standard Alpha Channel makes cutting out the render take seconds saving so much time over either photography or AI generated images.
 


 
 
3D Key Art Illustrations for Proof of Concept for Horror Film Hell Fest 2018- This Screen Grab Clay shader shows surface form with no textures so showcase the build itself. This is the Base Mesh in a Quad build, without Sub-D added to enhance the geometry yet. This is what is used by Animators to set up their work. 
 
 
 
 3D Key Art Illustrations for Proof of Concept for Horror Film Hell Fest 2018-This Screen Grab Clay shader shows surface with Subdivision added at 2 Levels so it is 8 times the mesh density. A longer render but for Key Art finishing this allows for very smooth surfaces and curves which this has plenty of.
 
 
 
 3D Key Art Illustrations for Proof of Concept for Horror Film Hell Fest 2018-This Screen Grab Clay shader shows the build with the camera pulled back and to the left showing the jawbone and cheek form not visible as much from the straight on shot.
 
 
 
 3D Key Art Illustrations for Proof of Concept for Horror Film Hell Fest 2018-This Screen Grab Clay shader is rotated and further to that left cheek side from camera. Here you see the absence of geometry for the back of the skull that I left out of this build. More like a mask.
 
 
 
 3D Key Art Illustrations for Proof of Concept for Horror Film Hell Fest 2018-This Screen Grab Clay shader close up of the teeth area shows the Base Mesh in the Quad build.
 
 
 
3D Key Art Illustrations for Proof of Concept for Horror Film Hell Fest 2018-This Screen Grab Clay shader close up of the teeth area shows the Subdivided Mesh final for renders.
 
 
 
 3D Key Art Illustrations for Proof of Concept for Horror Film Hell Fest 2018-This is the second of two Skull 3D Illustration sculptures I did as Concept art for the Key Art. This concept has a very different design in the center of the forehead with deep swirl spirals going back in 3D Space as well as I tilted down the Skull itself so it had a more menacing look as he is looking at us from the deep sockets under the eyebrow area.
 
 
 
 3D Key Art Illustrations for Proof of Concept for Horror Film Hell Fest 2018- The Ambient / Dirt 3D Render pass from Cebas Final Render shows the colored lighting on the material. this enhances the red lighting as I overlay it as well as the Ambient GI lighting and dirt in the cracks and crevices.
 
 
 
 3D Key Art Illustrations for Proof of Concept for Horror Film Hell Fest 2018-standard Alpha Channel makes cutting out the render take seconds. It also shows the negative space. This also works as a great mask for any painting work in post too.
 
 

3D Key Art Illustrations for Proof of Concept for Horror Film Hell Fest 2018-Z-Depth mask,

 
 
3D Key Art Illustrations for Proof of Concept for Horror Film Hell Fest 2018-This Screen Grab Clay shader is close up in the forehead variation in this second design. I really liked the Razor wire modification to the swirls in there, they felt a little like roses which for a horror concept was different. You see roses and skulls together in a lot of Art from the 60's maybe I was paying homage to The Grateful Dead here. 
 

3D Key Art Illustrations for Proof of Concept for Horror Film Hell Fest 2018-This Screen Grab Clay shader from the side of the Skull sculpture I did for Proof of Concept Art.
 
 
 
3D Key Art Illustrations for Proof of Concept for Horror Film Hell Fest 2018-This Screen Grab Clay shader shows surface form with no textures. This is with Sub-D added to enhance the geometry.  

 
 
Project Review
 3D Key Art Illustrations for Proof of Concept
for Horror Film Hell Fest April 2018 
 

Client:  CBS Films via Cold Open
Creative Direction: Gardner DeFranceaux

Project Date:  April 2018.

     Today I am posting some really fun Proof of Concept work I did for Gardner at the Cold Open Agency out in So Cal for a Theme Park Horror film Hell Fest. This was all Proof of Concept work that did not make it into the final round, nonetheless it was super fun to do Blue Sky concept work to stretch my wings. This post is also a Behind the Art post with Z-Depth masks, Ambient/ Dirt Shader passes, and wireframe screen grabs showing the build out itself, both with and without subdivision as this is a Poly Sub-D Quad build-out.

     I have posted work I have done for the past 16 years for the Cold Open agency, and I always get really fun 3D illustrations and 3D Logo concepts from the fantastic team there. Hell Fest was no different. This was described to me to use roller coaster theme park parts and razor wire to create a skull icon for the Key Art. How cool is that as a concept design to do. As a 3D Conceptual Designer these kind of jobs don't come around very often, so when they do I am all in! I have done a few skull themed Key Art work as seen at this link here.
 
     As a Disney Imagineer I had to sketch and build 3D roller coaster parts quite a few times over the years, so I built on my prior understanding going into this project as I was able to use that knowledge to quickly built out these parts. I built them all as 3D Quad Subdivision models so that I could bend them without any distortion or segmenting once I mesh-smoothed the geometry at the final rendering stage. Also this allowed a lower resolution model to be used for Motion Graphics pieces with a much more manageable polygon count to make life much easier for the MGFX 3D Animators.
 
     The second main component I made in this build was the razor wire. I did some as coils, and others bent forms as I made a set at various lengths that and layered back in 3D space as seen especially in the eye sockets to get them darker like deep tunnels.You will see two variations on the top of the Skull in each design as well as different tilting of the skull. The more evil tipped forehead and the lower camera angle with the mouth open wide shot.

    I took a number of screen grabs in a flat Clay Shader to show the sculpture forms I made for the Skull. I purposely left the back of the Skull off the model as this was only to be shown from the front in the Key Art, and I liked the negative space the gaps created which would have been much more busy with a full 3D back and Front sculpture. This was built more like a mask. I also show the side of the sculpture, and close up views to show of my attention to detail. I just love getting into it.

     I really enjoyed all the projects I do for Gardner there at Cold Open. Take a trip to the site at the link to see the impressive work they do!

     I am back full time doing freelance as I hunt for a full-time place to work at, so if you need a bid for a 3D Illustration or 3D Logo, or a 3D Model feel free to contact me for a quote. I am open to Hourly gig's, Work Retainers, Part-time, and Full Time opportunities [ Open to relocation ] would be best. I have worked remote since 2009, so I am ready and experienced to help you.

                                 Cheers, THOM

Tuesday, November 4, 2025

Project Review: Key Art 3D Logo Title Treatment Proof of Concept and Finish for Shazam

 
 
 Key Art 3D Logo Finish for Shazam- Here is the final finished 3D delivery to the agency. They did a lot of post adjustments using the Color picker selection layer I provided below. They turned the lightning bolt frame gold using the chrome pass below as well.

 

 
 
Key Art 3D Logo Finish for Shazam- Here is the Ambient / Dirt 3D Render pass provided for post effects for more realistic non direct lighting of the surfaces, as well as adding in darkness into the cracks and crevasse for more rich color appearance and lighting enhancements.

 

 
 



Key Art 3D Logo Finish for Shazam- Here is a color picker Layer both by object and by sub-object faces so I could grab the mini bevels on the logo. Even a simple blocked logo can have extra little areas to catch the glints of light like this.


 
 
Key Art 3D Logo Finish for Shazam- Here is a Screen Grab Clay textured frame from the Camera viewport showing the lights on each letter to dial it in just right.
 
 
 
Key Art 3D Logo Finish for Shazam- Here is a screen grab with the material Editor open as well as the sample material ball with the procedural "Crust" I used to create the Lava Lighting bolt texture. 


 
Key Art 3D Logo Finish for Shazam- Here are the edges I hand beveled after the first pass blocking model was done and good proportionally with the client.

 
 
Key Art 3D Logo Finish for Shazam- Here in this Clay Shader Screen Grab you can see the slight bend I did to the logo to roll it around the lightning Bolt Icon a bit. This is something I learned when I did the Superman Shield for Superman Returns in 2006 to emulate the shield rolling over a barrel chest. I repeated that look here.
 
 
 
Key Art 3D Logo Finish for Shazam- Here I backed up farther to show the spot lights in this Screen Grab.
 
 
 
 
Key Art 3D Logo Finish for Shazam- Here is a higher Bird's Eye screen grab showing the distance I moved the text out from the Icon.
 



Key Art 3D Logo Finish for Shazam- Here is a near top down on the title the background sphere does not render but is seen in the refection.


 

Key Art 3D Logo Finish for Shazam- Here is the last Screen Grab showing the Cebas- Final Render Rectangular Lights I used top and bottom with render in render pass turned on so they show up in the edges. I love these box lights they are a go to light I use all the time. 
 
 
 
 
 Key Art 3D Logo Finish for Shazam- Here is my personal favorite not finished Proof of Concept. This one is much darker and has that Lava texture with a volumetric light coming out as well. Nearly black faces but they are actually a dark Candy Red as seen in the upper material editor image. I also used a chrome render pass overlay from below.
 
 
 
 Key Art 3D Logo Finish for Shazam- Here I added a ribbed texture to the Bolt.I also did softer raised bevels with materials consistent with Black Carbon Fiber and a woven red to match the suit on the edges. A softer 3D Logo alternate.
 

 
Key Art 3D Logo Finish for Shazam- Here is the Chrome pass I rendered out to layer over the full color pass I did. I hotter top light was used on this one.



Key Art 3D Logo Finish for Shazam- Finished Teaser.


 
 
Key Art 3D Logo Finish for Shazam- Finished Payoff from Cold Open.
 
 
Project Review
 Key Art 3D Logo Title Treatment Proof of Concept and Finish for Shazam
 

Client:  Warner Bros. Pictures via Cold Open
Creative Direction: Gardner DeFranceaux

Project Date:  January 2018.

     Back in the Winter of 2018 I was hired freelance to make 3D versions of the title treatment for the new superhero film from DC Shazam.Today I am posting both Proof of Concept work, as well as final finished 3D Titles used for the marketing and all advertising for the film.

     The main Key Art Title 2D illustrator vector file was already locked in mostly when I came aboard and they wanted me to do a 3D version of the title for the teaser as well as the final finished posters and key Art for the film.  I had actually done logos for this property directly for DC comics years prior and as a kid I did read the comics so I was ready to go.

    I again have some Behind the Art here as I took screen grabs in a flat Clay Shader to show the logo forms. I did an extra mini edge bevels to catch highlights on the blocked letters. I also gave a Color Picker layer so the Creative team could easily grab those edges with a mask to add shire as well. The Lava material inside the Proof of Concept was my favorite version as it was also very dark red , nearly black in areas. I used Dark Tree to build out the procedural lit texture with a volumetric light aimed at camera.

     Many thanks go out to Gardner there at Cold Open for allowing me to post these fun projects over the last decade. A quick 3-4 day project and a fast turn around as most Theatrical Advertising is.

     I am currently doing freelance as I hunt for a full-time place to work at, so if you need a bid for a 3D Illustration or 3D Logo, or a 3D Model feel free to contact me for a quote. I am open to Hourly gig's, Work Retainers, Part-time, and of course a Full Time opportunity [ Open to relocation ] would be best. I have worked remote since 2009, so I am ready and experienced to help you.

                                 Cheers, THOM