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

Monday, April 8, 2013

Project Review: Menagerie Creative-Steampunk Styled Website 3D Design Illustrations for user interfaces 2009

     The final Rolodex design concept I designed out and rendered in 3D back in late 2009.


This ambient render shows the geometry in the build.
 

A 3/4 angle shot on the depth in the scene.


The polygon shot shows the cabin from the flying luft-craft I did here was reused.


The mail screen as a final render.



       The polygon shot of the main web-mail interface I helped design and build in 3DSmax.
 


 This 3/4 shots shows a few parts were 'faked' to match some of the 2D Art Direction I received.  Sometimes it is faster to quickly match the 2D and back-fit it later


 The 3/4 view in polygons for the mailbox scene I did in the steampunk look for Menagerie.


Project Review
Menagerie Creative 
Steampunk Styled Website 3D Design Illustrations for user interfaces 2009


Client: Menagerie Creative.
Creative Director: Cheryl Savala.
Project Date: November 2009.

I was asked to help out and design a steam-punk styled website to match the logo flying craft I helped out with here, so I created tow main screens for the website design and we can review those now.

The first design of two, was a Rolodex like address roll design for the site that would be animated by Dean Fowler once the design was locked. I created a few versions for Cheryl and rendered out a still for approvals. Once this was done I sent it off and Dean animated it and got sign-off with Cheryl for the move itself. I then took it back and rendered out the moves using my lighting and rendered.

I next did a communications interface with a mailbox that would animate up turn, and open on up. I did a few rounds in 3D Design on that one as well. Once the still image design was locked and tweaked out on their end, we got the animation over to Dean to lock in all motion as well, then I rendered the finals again in Cebas' Final-Render product for the finish.

A fun project to design and implement, and I always love working with a great motion designer like Dean.


Cheers, THOM

Friday, October 26, 2012

Project Review Menagerie Creative Flying Machine Icon Design 2009-2011

The first design concept, a bit plain, but the basic proportions were there for the flying machine design.


As I moved ahead I added all the little filigree and details that make up the steam punk look as I added brass and copper all over the original design.


 We ditched the top fin added in a main sail design and a seat behind the carriage seats up front for a painter.


 The first final for the flying machine. I also did a simple animation of the wings flapping to fly.



A year later I changed out the front cabin to add in more seats as the company grew.


And last year I added the staircase to add even more.


Here is the multi-view of the current design.


Project Review
Menagerie Creative 
Flying Machine Icon Design
2009-2011 PART I


Client: Fox Home Entertainment via Menagerie Creative.
Creative Director: Cheryl Savala.
Project Date: November 2009.

I was asked to help out and design a steam-punk styled flying machine to be used as an icon for Menagerie Creative out here in California.I usually do movie poster work as my bread and butter, so to get a full on Conceptual Design project themed like this, is a real dream project.

I have done a good amount of steam-punk or "Jules Verne" styled vehicles and machines in the past and this was  one of the first I designed entirely in 3D, so no sketches at all, just 3D blocking from the start, so I have included all the early models and stages I delivered to show how the icon progressed forward these last few years.

Basic direction  given to me was to create a flying ship like machine with steam power and sails or wings. I used just wings all arounf at first with them up in front and rear, but eventually went to a main sail up top, but kept the lower wings  and mini 'cheek wings' off the head.

I made most of the body all out of copper and brass, real standard metals for this era of design work, with a green glass used thru out the design.

Over the last few years I have added a newer and bigger cabin for more people, as the company has grown, and last year I added the long staircase going up.

A very fun design to work on, and I will post some added steam punk assets I did for Cheryl in the weeks to come connected to this same look.


Cheers, THOM

Thursday, March 26, 2015

Project Review: Menagerie Creative-Steampunk Flying Machine Icon Design 2009-2011 PART II

A 3/4 front view on the final iteration on this Steampunk Flying Machine I designed and built in 3D.

The Polygon Ambient render with wireframe overlay shows the build out of the ship.

 A close Up on the Captains cabin out front on the steampunk vehicle.

The Polygon Quad Render.

 A 3/4 back view near the tail fans on this Steam Punk Floating contraption, as a fully rendered frame with Depth of Field added to the camera.

The Polygon build out render at that same angle.

A low side view into the main body thru the large glass windows.

Low side in Poly.

A full side view 3D Render of the main body nose to tail here.

The Wire frame shows the complexity in the build and reveals the bump map fakes.

 A Parts exploded view showing the individual designs.

 Here is a close-up on the exploded view showing 6the main nose cab details.


Project Review
Menagerie Creative 
Flying Machine Icon Design
2009-2011 PART II


Client: Menagerie Creative.
Creative Director: Cheryl Savala.
Project Date: November 2009.

Today in PART II I am covering a bit more details with alternate views of the flying machine I designed in 3D for Menagerie Creative a few years back. I did quite a few projects for them both for outside Entertainment clients, and directly for them as the client like this one.

I love steampunk design, as I am a vintage and antique collector so I love to imagine using only old-Tech to create modern machines, so this was a great project to get on and apply that to.

Flying Mythical Vehicles are so much fun. I only get to do this type of work once a decade or so, so when they do come onto my plate, I go all in.

Check out the Steampunk flying giant Flea I did in 2D and executed in 3D here as an example.

A very fun design to work on, and if you want to review PART I you can see that here.


Cheers, THOM

Wednesday, September 18, 2013

Project Review: Menagerie Creative-FOX Studio Classics: Key Art Home Entertainment 3D Design Illustration 2009

The final 3D Illustration that I delivered for FOX Studio Classics.


Here is the first draft image that was adjusted in color and details[ neon added]


 An ambient render of the final design set


A close examination shows bulbs and bases for each lite in the main title. A neon edge wraps both front and back and is 'clipped' to the tin sign itself.


 A close shot on the big Arrow shows the neon inset in the edge channel as well as some higher resolution vintage 'nipple' bulbs.


 The 3/4 view in polygons as a screen-cap shows the extent of the build for this 3D Illustration work I did.


Project Review
Menagerie Creative 
FOX Studio Classics Key Art 
Home Entertainment
3D Design Illustration 2009


Client: Menagerie Creative.
Creative Director: Cheryl Savala.
Project Date: December 2009.

I was asked to help create a 3D illustration for a new Home Entertainment One-sheet promoting the Studio Classics from the FOX collection, as they were re-releasing a series of older movies on Blue-Ray Disc and wanted to promote the launch using the iconic FOX marque in the design.


This build only used a few base parts from the marque, along with the specific lights, and I built out a neon and bulb based marque topper with a big reel of old-school 35mm film as the main item sitting on the big cement base.

I delivered it with a brighter red neon and more tin and steel up top at first, but then we moved to the lighter yellow bulbs with some added cool blue neon around the film reel as well as around the base sign area. I also adjusted the colors over to the warmer cement colors from the existing logo.This finished out and I rendered it at 5000 pixels tall for the final 3D Illustration I delivered.

I rendered this in multiple layers with and without the type, as well as with and without the volumetric lights, so that Cheryl's team could paint as needed to use the 3D asset for the Key Art finals both online and in print media. A fun 10 Hr job.

Cheers, THOM

Monday, March 4, 2013

Project Review: FOX Home Entertainment 75 Years in Cinema 2010

 The Final 3D Illustration that I built, lit, and textured to provide this render to Menagerie Creative on the FOX Home Entertainment Project almost three years back now.


 A close up showing the level of detail I added to the Camera and Light parts I built out in the scene.


 Here is the Polygon-View of the scene. This is not a subdivision model since I had a faster deadline, and this is where having multiple modeling systems helps as I can offer a a few options.



 The directional hood parts as seen form the side in this detail render.

 
 The number "7" used an old projector and multiple camera parts that are more contemporary.


 A Worms-Eye view looking up the model showing the rivets, screws and various plates and parts that went into this 3D Illustration I did.

Project Review
FOX Home Entertainment 75 Years in Cinema 2010

Client: FOX Home Entertainment via Menagerie Creative.
Art Direction: Cheryl Savala.
Project Date: Summer 2010.

Today I have posted a detailed 3D Illustration I did for Menagerie Creative in the Summer of 2010 for a FOX branded 75 Years in Cinema Key Art Title.

 I was given a 'Frankenstein" comp done up with photos to get an idea of what type of film equipment Cheryl wanted to use to create the big number 75, so I began construction of all the little parts that make up these props.

I built out all the virtual stage lights and camera parts and assembled the full 3D model. I then added in the lighting and textures and did a small Pre-Render to send off for approvals.

After a slight adjustment to the parts, and one more comp round, I did go to a final for the title and delivered it at full resolution. 

This is where 3D shines, because if you did this with Photography the cost would at least double in time and money, and 3D virtual stages like this are always 'Live" since we never 'strike' the set , and therefore we can re-visit the scene years later.

Cheers, THOM

Friday, October 19, 2012

Project Review: Planet of the Apes[Original Films] Boxed Set 2009

 Here is the final 3D Illustration I built out for the Boxed Set of the original films from back in 2009.
  
 A slightly rotated model here of the Icarus, so we can see the other side window and 'cheek' surface.

 
 The base poly for the body skin for the spaseship.

 
 Subdivision is set at three here for the final renders.
 

 The Texture Map with the screen projection I used for simple alignment.
 
  Here is the packaging as seem online


Project Review
Planet of the Apes[Original Films]
Boxed Set 2009


Client: Fox Home Entertainment via Menagerie Creative.
Creative Director: Cheryl Savala.
Project Date: November 2009.

I had worked with the Creative Director, Cheryl at The Cimarron Group a few years prior when we were both still there in-house, so when she had a 3D Illustration she needed for the Home Entertainment Boxed set of the original Planet of the Apes at her company Menagerie, I was assigned the task of the build.

I am a super fan of the movies themselves, as I grew up with the Mego toys as a kid in the 70's, so this was a property I was very familiar with, and I got to build the space craft for the cover flap, very cool to me.

So, I built the body of the space craft as a sub-division editable polygon, so I could add surface to the main base poly. I then added the vents and various litte jets in the wings, and the model was done. It was a quick project with a fast deadline.

I then moved onto the texture map , and I did a simple projection, since this was a single view render and that would work well, though the map also worked for a few more angles fine too. I used a screen grab of my 3D Model I built in 3D Studio Max, and I then alined all the various parts and built the final color, bump, and specular map.it all that way.

A fun project to finish as it went to print that year.

Cheers, THOM


Thursday, April 2, 2015

Project Review:-Miracle on 34th Street- DVD Key Art: 2009

The final 3D render I did for Miracle on 34th Street DVD Key Art. I used Sub-Surface-Scattering for the snow piles.

Same shot as above with the show piles on top of the Virtual Macy's Parade float.

The Subdivided Ambient Wire frame render shows a simple build out.

The Base Poly Quad Mesh here shows the simple build I made.

A Fish-eye up shot of the Parade-float with the cables bending via the camera FX.

 The High Poly Sub-D render.

The Base Quad with subdivision removed.

A bit of a 3/4 Low angle with lens curve for the last 3D Logo render I did for the DVD for Miracle on 34th street.

The High Poly mesh also shows the reflection sphere in the shot that is hidden to the camera, but visible to the reflections on the slick float surface.

 Here is low poly wireframe of the 3D logo.


Project Review

Miracle on 34th Street
DVD/Blue-Ray Key Art: 2009



Client:Twentieth Century FOX Film Corp. via Menagerie Creative.
Creative Director: Cheryl Savala.
Project Date: November 2009.

Today I am posting a small 3D Logo gig I did a while back for some Key Art Home Entertainment DVD-Blue Ray covers for a Blue-Ray-DVD re-release of Miracle on 34th street for my client Menagerie Creative.

I was asked to create a Macys Parade styled, Giant inflatable float of the type for "34th". I did one clean version in 3D, and one with some piles of snow on the tops of a few key letters.

When I added in the minimal details, I created a woven surface texture to emulate a bit of the canvas fabric found on these massive balloons, and that is seen most clearly in the highlighted areas on the bright red float.

I rendered out a few straight shots as well as two fish-eye camera lens shots too. Some with, and without the snow. Sadly, the project did not continuem or see the light of day, though it was a fun gig to be apart of.

Cheers, THOM