Wednesday, November 30, 2011

Personal Project: The Bugster Coupe- PART II

 I wanted a light grey/silver version with a bright red interior to see the design in a lighter shade.


 This tipped up view shows off the red/black combo that was typical in early VW and Porches of the era.


 Had to try the 'rootbeer' color on this one too, I have seen this color on a 54 VW.


 This ambient render shows the panel seeas better so you can see how I have adjusted the door tops and rear cowl area. Still deciding on rear louver placement, then I finish the tin work up.


 The side view as an Ambient Render,  reveals the decklid is a bit wide and overhangs the rear fender beading, this will be addressed in ROUND 2.0 once I have time to put into her design.


Personal Project
The Bugster Coupe
PART II

So here is Part II, as a follow up to Mondays posting, with some additional images of my Bugster custom VW coupe project I just started this past weekend. As a Transportation design graduate, a project like this is something that I have always wanted to do since a 3D representation of a design is so helpful to do before any metal is cut, and 3D software is the tool to do this as the changes are very fast to implement and see finished the same day, this is a great strength of 3D design.
The model is a work in progress still[ WIP], as I have not welded the big panels into the body yet so I can adjust the overall curves and proportions before it is all one piece. I have some tweaking left to do as well as some design decisions needed to continue, so this is next up.

In the following weeks I have some plans to finish this out, and do the Volksrod alternate version as well, a fender-less I-Beam front ended hot rod version of the Bugster too. I plan to put the uncovered bomber seats from a Speedster in there[ covers on for this one], the Speeedster top and tonneau covers, and I plan to do the entire engine compartment design too showing the huge tray behind the motor now which is about 75% done from when it was going to be used for Herbie[ that portion of the MGFX was scrapped- a motor fly out anim].

Look for more posts as I continue with this personal project in the months ahead.

You can view PART I here.

Cheers, THOM



Tuesday, November 29, 2011

Project Review: Traffic Agency- Art Table Construction Plans 2008


 A 3D render showing the White Melamine build out for the art table.


 A closer shot showing the virtually constructed parts[ Dado's and all in 3D]


 A 3D 'toon' render of the table: Simply copy the object rotate and render a front view and you are done!


 Exploded parts drawings like this take alot of time by hand, but in 3D the set up is about 15 minutes and you get another render, and that is a SMART 3D asset.


 The piece was built in sections and assembled onsite[ typical] so here is a "flat-file-ish' section exploded-view in 3D.


 The top is built from 3 4'x8' sheets of 3/4" thick Plywood covered in a cutting laminate in drafting green.


 Another parts drawing with all the sub-builds going together for the on-site set-up team.


A 3/4 view toon render line art drawing for the Custom Furniture piece.


Project Review
The Cimarron Group Architectural Work
Traffic Agency- Art Table Construction Plans 2008

Client: The Traffic Agency via The Cimarron Group.
Art Direction: n/a
Project Date: Late Summer 2008

As a full  time employee at The Cimarron Group I often helped out with 3D visualizations of the various construction projects that the owner Bob Farina had at the company. I had worked on a restaurant and been an Imagineer so I was very familiar with these type of projects.

Also, I have professional training in space design as I worked with Steelcase out of MI, when I was going to CCS in Detriot back in 1985, so space planning was in my design blood early on.

A simple project, they gave me dimensions, and needs for the furniture piece, and as an ex-cabinet builder myself, I did a 3D visualization to create the line art parts drawing for the construction plan document. 

I even created a parts list from the 3D, as I simply counted up the parts I built virtually.

To achieve the line art there are a few ways in 3D to do this, the easiest way I use is Final-Toon which is a ink and paint renderer that ships with Final Render, my go to renderer.

This is the first in a series of architectural work I do along side the higher concept design work as well, look for future posts, and enjoy.

Cheers, THOM

Monday, November 28, 2011

Personal Project: The Bugster Coupe PART I

 My last render of the Bugster, a Personal Design of a Chop Top Custom VW in black with red rims and red interior.


 Beehive tail lights from a 55' Porsche, with body colored bumper blades per the 356 look.


 For now I have a scoop up top on the hood converted to a long decklid, but this is still in progress as I may do a louvered type 38 look.


 I also put beehives up at the horn grills from a 356 Porsche as well on this Bugster Coupe.


 The rear cowl is still not attached, and you can see a line near the door where this meets, but this render helps me evaluate the proportions of the new decklid before I virtually weld this up.


 My 2nd favorite shot reminds me of the old advertisement paintings from the 50's[ note the lip doors from a pre 56' in there]


Personal Project
The Bugster Coupe
PART I

Today I have posted the first images on a new personal project that I just started this Thanksgiving weekend 2011, a custom Volkswagen coupe that is a combination of the VW type 1 bug and a Porsche Speedster and highly influenced by the Hebmuller coachbuilts from the era.

I have been a bug fan since I was about 13 and bought my first car at 14, a 1961ish, VW bug, so I have been 'bitten by the bug" and over the years I have owned well over a dozen.

I also am a huge Speedster fan, as my father owned a 1958', bought new from Hoffmans out of NYC, he got me into VW by teaching me engine work etc as the two cars are so similar. I also have owned 3 Porsche replicas so I am very familiar with the two cars.

I have thought for years what would it look like to combing the top and windscreen from a Speedster onto a Coupe bug, with a big decklid like a Hebmuller, so this weekend Herbie, got virtually chopped!

Today I have posted this Work In Progress[ WIP], with the main proportions in there, though I have not 'welded' the metal yet, so I can adjust proportions in color. This alone is the great advantage of chopping a car in 3D, as you can play with the results before you weld it all togeter to make sure you like all lines and proportions.

Look for more posts as I continue with this personal project work in automotive styling.

Cheers, THOM

Thursday, November 24, 2011

Happy Thanksgiving 2011 from 3D Conceptual Designer


Happy Thanksgiving
2011
from
3D Conceptual Designer

Hoping that you all enjoy the Thanksgiving Holiday today with friends and family.

Cheers, THOM

Wednesday, November 23, 2011

Project Review: Little Miss Sunshine 3D VW Bus for Cinema Expo 2007

 
 The side view of the 3D Little Miss Sunshine VW bus model as delivered.


 A color render[ never used], to test the surfaces.


  Here you can see the base vectors I create to build from in 3D, here I have four: Front, Back, Top and Side.


 A 3/4 Worms Eye view of the bus, I did throw the front Torsion Beam in their, since this was a head on shot.


 A Quad view of the base mesh for the bus, you will notice the door handles are high rez, they were from Herbie.
 

  Mesh- Smooth is set at 2 in this ambient render of the VW bus I built.


 A side view of the VW bus I built for Little Miss Sunshine advertising.[ Note the dent below the door- I ran out of time]



Project Review
Little Miss Sunshine
3D VW Bus for Cinema Expo 2007

Client: FOX Studios via The Cimarron Group
Art Direction: John Zaffarano.
Project Date: Summer 2007.

While at The Cimarron Group back in 2007, I worked on a few Cinema Expo presentations for the International Division headed up by John Zaffarano, and I had to build the VW bus from Little Miss Sunshine for an animated piece their own 3D guy was doing. 

Here is the catch, I had 8 Hours to do it. Bear in mind a good automotive model from scratch takes about a week, or 40 hours to get a full exterior done, so one fifth that time was a real challenge.

I did have an advantage in that I had built a VW bug for Herbie here, and I could use a few parts from that model for the details here, suspension, door handles etc, but for this one I did all parts as Quads so they could be smoothed once their team took the model. I also have the advantage that I am a Transportation Grad who happens to know a lot about VW's and have owned a Bay Window bus, this same year, so it was from memory for a bunch of this.

As a note, if you look below the passenger door you will see some rippling in the body, and since this was a long shot to a close up on just the front end of the 3D Virtual Bus, and it would not show, and I had only one day to do this all, I was not able to fix it in time for delivery, and that was discussed and expected with one  fifth the time to this.

I loved the challenge of trying to get a car done that fast, it teaches you a whole bunch, on how to run that fast.

Cheers, THOM

Tuesday, November 22, 2011

Project Review: The Phantom 2040- PARTLXXXVII [87th]-More Misc Prop Designs


 A design for Rebbecca Madison for the Main Desk[ seen here], with an iPad tablet, and a MS-Surface PC back in 93!


 A com-set sketched over an enlarged Xerox of the Sagan inked concept from Peter Chung.


 A pair of glassed for Maxwell done for The Phantom Television Animation Series.


 A hanging loudspeaker that was on the blimp here.

Phantom 2040-PART LXXXVII [87th]
More Misc. Prop Design Sketches

Client: Hearst Animation Productions.
Art Director: Myself.
Project Date Spring 1993.


This is my 87th posting here on my design blog for my contributions to The Phantom 2040. Today I have added a few additional props that I designed for the television series that aired on ABC back in the early 90's.

I have said it before, but this was a dream job, I was offered the position just one year out of Art Center, and since I changed my career based on Syd Meads work on Blade Runner, this was an animated future city with every square inch needing Industrial Design, what could be a better fit for a Transportation Major!

I did lots of these fun little items, form the cool shades for Maxwell, to a ear piece comm-set for Sagan. In prepping the work,  I noticed that Rebecca's Desk has a MS Surface PC and an iPad on top and this was back in 93, and we are there already.

If you are a FAN of The Phantom 2040, and on FACEBOOK, there is a group dedicated to the show here.

There is a TAG on the list to the RIGHT for other Phantom 2o4o entry's, but you can click this as well.

Cheers, THOM

Monday, November 21, 2011

Twilight 2011: PART IV- Breaking Dawn Part 1

 
 The final finished 3D Illustrated Logo I did was also was the first pass logo[ happens more often that you think], so we came full circle in the nine designs I did for The Cimarron Group.


 A warmer version of the Twilight Logo [ that color scheme was the final but the texture here was not]


 A rough granite/marble texture in a warm color range was done near the end of our one day of colorwork.

 
 The Model was super simple, a extrusion with a micro bevel so it almost appears as a flat extrusion.


 Here you see the 3D "Weld" object used in the films in both low rez "quad" and the smoothed melted look in the finals.


This geometry 'quad' view shows the depth of extrusion used, as well as the warm to cool lighting I did for the scene.


The final Poster for the film using my 3D Illustration for the main Logo.



Twilight Logos PART III
TWILIGHT BREAKING DAWN PART I
3D Logos and Illustrations for Print Advertising

Client: Summit entertainment via The Cimarron Group.
Art Directors(s): Calvin Sumler, Joseph Stamper, and Chris A. Hawkins.
Project Date: Winter 2010.

I had the great privilege of working on all four Twilight ad campaigns, and today I post the work I did for the finished 3D Logo for the current film in theaters now, Breaking Dawn  Part I.

Early in the series I had the room to experiment more with the look and feel of the logo, and we did a whole lot more variation and 3D sculpting for the first two films posted here on my design blog for your viewing.

On this fourth film, which also happens to be the last 3D Illustration job done for the Cimarron Group over a seven year period, was a very simple version of the logo, a 3D, straight extrusion, and re-use of the custom made 3D welds" I built for the prior 3 films was what I was directed to produce.

The same 3D weld model can be found in all other finished logos for the series as I just replaced the type as each consequent film that came out.The final did go to finish, and was rendered at a super big size of 9500 pixels wide, a huge final when most One Sheets[Movie Posters] are done closer to 4500 pixels wide.

You can view PART I for the first film here.

You can view PART II for New Moon here.

I have NOT posted my Eclipse artwork yet, that will go up sometime in the future. And thought it is just two images, it too went to finish as well.

Cheers, THOM

Friday, November 18, 2011

Project Review: Herbie Fully Loaded PART IV: Motion Graphics Cards 2005

 All cards but two, were a low angle straight on view, but this card shows a frame from a 60 frame slow gimbals animation I also did.


 The only cast members name we did a card for was this Motion Graphics piece for Lindsay Lohan.


 A 3D Coming Soon AV_MGFX card rendered out in 3DSmax for the final trailers.


 As we inter-cut to the shots of the virtual Herbie, we get these tag-lines.


 The main Walt Disney Pictures AV card I did in 3D for the project.



Here is a MGFX card for the main Title, done at 5K wide for a quick single frame slam.


Project Review
Herbie Fully Loaded PART IV
Motion Graphics Cards 2005



Client: The Walt Disney Pictures via The Cimarron Group.
Art Direction: Paolo Ledesma.
Project Date Winter 2005

In this, my fourth posting on the work I did for the newer[ now old!] Herbie film starring Lindsey Lohan and Justin Long, today we look at some Motion Graphics [ MGFX] 3D cards I did for the AV team at The Cimarron Group back in 05.

I build out a full 3D X-ray inside and out model of the Love Bug itself., so being a VW geek, and having owned over a dozen  early Type 1's, this was a favorite to do, so adding in these MGFX cards was a bit of follow up for the TV spots.

Simple straight forward chrome logos with a nice simple warm to cool, soft reflection to them. A front font with a holding device back plate in a gold metal is always a favorite these days[ the last decade.... be honest!], so I was directed to do that again on this project too.

My First three other posts on the VW build itself, are here, along with this and this.

Cheers, THOM

Thursday, November 17, 2011

Project Review: Silvestri California Trim a Home 1992


The main gate entryway I helped design for the Trim-a-Home Collection of architectural fixtures at Silvestri Ca.

Inside the Trim-a-Home area looking to the side at the matching post architectural stone[ faux] column overlays.    

Project Review
Silvestri California 
Trim-a-Home Sketches 1992

Client: Silvestri California.Art Director: Bill Daniels.Project Date Fall 1992

In this fifth posting, on work I did back in the early 90's right out of Art Center, for the Fashion Industry Manufacturer of interior design elements for major department stores, Silvestri California, I have a quick 2 sketch posting for you to review.

Bill, had a rough doodle concept to show the fixtures in the specific store in Chicago, so I did these two 11 x 17 velum Marker Renderings for the presentation we sent out for approval.

You may notice that I did the sketch using the ship curves I use to get the fish-eye perspective for a more dramatic view to sell the concept to our clients.

The design were eventually built as the X-mas display that year for 1992.

You can view my alternate Silvestri California work right here.

Cheers, THOM

Wednesday, November 16, 2011

Test Project:Deuce Coupe[ Traditional] PART II


 A 4 Speed Transmission in detail on the Deuce


 The only Sub-D Quad surface was the body itself, all else was built using nPowers, PowerNURBS.


 A close up on the wheel spindle on the dropped axle from beam


 The Ford 9" rear end suspension detailing is seen here[ note the SAE on the bolt head modeled in]


 The front frame member details showing the inside of the rails on the Virtual Deuce.


 A view of the 9" rear end and drive-shaft parts connecting the two speed components


Test Project
My Little Virtual Deuce Coupe
PART II

This is my second post on the Virtual Deuce[ 1932 Ford] coupe I built as a test car for paint and lighting and pitches, and today I have some older screen caps I wanted to post on the Deuce Coupe I began building back in 08.

I wanted to have a set of very detailed Hot Rod parts for a few resons and I decided to use this project as a test bed for these tasks.

Once it was all done I wanted to use it to test Photoreal rendering of cars, but I also wanted to test out modeling something bolt by bolt with every detail in there. This was to be used to help sell my automotive srevices to clients, as we found that being a "motorhead" was benifically in automotive accounts as there was always a hot rod fan on the teams when dealing with the subject matter of cars, so having this, it helped show off our comitiment and passion for the craft.

As you can see I have not touched this for a while, also this was built using BREP nurb surfaces so it is high rez only model except for the body shell you see above, the only Sub-D quad part in there.

Actually I posted this years ago and someone commented that it should be all quads and that was inspirational to me to convert all modeling over to quads, and my speedster is an example of that style.

As I stated in my prior post here, hopefully someday I can finish it up.

Cheers, THOM