Friday, November 30, 2012

3D Model Sales Part V 1960's Retro Mission Control Computer Desk

The main shot of the Retro NASA Mission Control Desk smoothed.


Here are the wires for the same view showing this is an all quad model for added details.


A Birdseye down angle on the top of the desk. I left room for the coffee up front to spill on those keys!


A Close Up shot of the back area of the desk with the main monitors and scope up front.


A 3/4 side view showing the little details in the fasteners for the various modular plates I designed.

The wire frame render showing how I built the parts. I dished out the knobs to help with the flat top shading that you would get with just a simple cylinder. A little irregularities always helps with the realism.

 Here the multi view shot shows the 3D Model I sell with the Polygon wires showcased[ No Subdivision added]


3D Model Sales
Part V
1960's Retro Mission Control Computer Desk

Since I've started to post 3D models for sale on Turbo squid again, today I am showcasing a model I have put up for sale of a Retro styled Mission Control Computer Desk today.

I found some photo reference for an old school computer desk from the Apollo landings, and made this virtual replica model to help populate any scene that requires an old computer control desk.
I built out all the farious knobs, screws and grills to fill in the the modular paneled look typical to the computers of the era. I also have added in two small 10" CRT monitors with a heavy curve to the face as was the type found on these Mission Control units with a large bezel as well.

As usual I render the asset out with the subdivision off to show off the quad modeling build to prospective users in a wire frame type of render, as well as fully smoothed too to show the quads increasing in resolution.
I may make a series out of this as a retro hardware setup as I do have a few more items I could add to this, as well as I have a large list of parts that would fit into this type of listing, so look over on Turbosquid in the weeks to come to see.

Cheers, THOM

Wednesday, November 28, 2012

Project Review The Phantom 2040 PART CXVIII [118th] More Vehicle Concepts

 When Kit Walker becomes The Phantom, his hyper-cycle transforms as well to what we see here.


 Here is the original overlay I did for the HERO mode with everything out and ready to go.


 I took a sedan I designed and with a little white-out[ WHAT!] I removed the top and added a quick interior to it as seen in this Xerox sketched over. You can view a multi-view of it here.


 The Mustang Kit drove in full on COMBAT mode for The Phantom 2040. You can see it color keyed here.


 Here is generic flying vehicle I did to fill up a specific shot we had. I created this with a very unique profile unlike the planes and jets we would see up there as well.


Project Review
The Phantom 2040
PART CXVIII [118th]
More Vehicle Concepts

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



Today in my 118th Phantom 2040 posting, I have found some scanned in images of vehicles I did for the series to review back in the early 90's. 
As a Transportation Design Graduate we dream of future vehicles to design, and this was a great time in my design career to be able to have the creative freedom that is afforded in sci-fi projects, along with being the Art Director on the project, I also got to approve all my ideas as well!

All of Kit Walkers vehicles transformed when he transformed into The Phantom as well so I have a few of these to share today.

 If you are a FAN of The Phantom 2040, and on FACEBOOK, there is a group for that....  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

Tuesday, November 27, 2012

Project Review Sky Captain and the World of Tomorrow PART X-Radio Tower Building

The main shot of the Radio Tower Icon from Sky Captain.
 
A fisheye dutch angle on the tower a bit closer on this render pass.

An up angle with the camera closer to the building tipped upward to the sky.

 A bit of a Birdseye down angle on the Radio Tower Deco Building I made for World of Tomorrow back in 03'.

 A One Sheet proportion comp for the Radio Tower.

 A front view a bit closer with some added lens curve.


 This is a multi-view shot showing the building is a 3 sided asset with no back built since it was never to be seen, and in advertising it is about speed and time making the cost acceptable.


Project Review
Sky Captain and the World of Tomorrow
PART X-Radio Tower Building

Client: Paramount Pictures via BLT and Associates.
Art Director(s): Rick Lynch, Dustin Stanton, Jeff Barnett, Alon Amir, Zack Ris. 
Project Date: Summer 2002

This is my tenth posting on Sky Captain and The World of Tomorrow, and today I have posted the radio tower building I designed and made for a series of movie poster ideas for the film.

Early on in the design process they were visiting the old serial detective shows from the 30's and 40's that would be seen in the theaters back then, and they wanted to harken back to that early black and white entertainment era, so we discussed the iconic radio tower seen in logos and through out the era to show an animated radio wave from the tip of the antenna, so this was our icon, and off to work I went.

As a thematic designer, they simply came to me and said to do a deco building with a heavy iron radio tower on top, and off I went to design and build simultaneously in 3D studio Max.

I provided a series of various angles on the 3D virtual building that they used along with a few logos I did too and presented the teaser ideas to the client.


Cheers, THOM

You can see the other posts quickly below in these links:
PART I
PART II 
PART III 
PART IV 
PART V. 
PART VI. 
PART VII. 
PART VIII 
PART IX.

Friday, November 23, 2012

Project Review:Red Dawn 2012: F4 Phantom- Style Frame Matte Painting-PART I

 A night version in Camo was used to start off the process for the F4 color design for Red Dawn.

 A lighter version with grey paint is what we went with for the next pass.


 Here is the final delivered Concept painting I did for the graphics and aged look to the F4's from Red Dawn.


 A Daylight converted shot done from the above painting.


 A final here shot from underneath the plane at night with the afterburners full bore.


Project Review
Red Dawn 2012
F4 Phantom- Style Frame Matte Painting

Client: Film District via Rhythm and Hues.
Project Date: April-May 2010

My very first job out of Art Center in 1992 was indirectly connected to Rhythm and Hues studios for the Mazda MX-6 here, and to return many years later to work on another fun project was a pure joy. 

This was a short in-house temporary gig for a few weeks back in 2010, so I worked out of their great facility, as well as was there during the move to the new place. 

I was brought in to help create the look for a few items used in the film and the main one I worked on was an old F-4 Phantom from the Vietnam era.

The job was to create the look of an old worn out jet that was used for the national guard in Spokane WA., so my first task was to do some research on the area to find some graphics that were used by the local National Guardsman out there to add the realism to the 'fictitious' plane.

I grabbed a few badges and icons and created a few myself as well and proceded to paint over a stock shot of a plane to completely repaint the exterior. I aged the plane paint and metals to show that it sat a lot and had rust, wear, and aging.

As is done with Style frame Matte paintings like these is you do a day/night shot , which is simply to convert a daylight photo to a night one since the planes were used in scenes in both environments.

A fun quick gig, glad the film finally came out this week WOLVERINES!!!!!!!!!!!!!!

Cheers, THOM


Thursday, November 22, 2012

Holiday: Thanksgiving 2012

Happy Thanksgiving 2012

I am thankful for all those of you who follow and support my design work, have a great Thanksgiving today!


Cheers, THOM

Wednesday, November 21, 2012

Project Review: The Last Samurai 2003: Style Frames and Motion Graphics

 The Main Logo that finished was a single layer simple beveled logo for The Last Samurai.

 
 A Motion Blurred thicker beveled version of the title logo for Last Samurai.

 
 An even thinner motion blurred version of the title.


 A blurred drop reflection in this style frame pass I did for The Last Samurai.


 What finished for a series of TV spots had this back-lit motion graphic piece that I provided a 100 frame light move on the text and supplied the TGA frames to Alen to spice up in AE.





 I rendered this at 9000 pixels wide as in Motion Graphics they did a close up move on the metal so I over rendered it up above UHDTV.

 
 Here is a Samurai Sword I animated to cut from scene to scene in a trailer version we delivered.


Project Review
The Last Samurai 2003
Style Frames and Motion Graphics

Client:Warner Bros. Pictures via BLT and Associates.
Art Direction: Alen Petkovic.
Project Date: February 2003.

When I was in-house at BLT and Associates I primarily provided 3D Illustration services, but I did do an occasional Motion Grpahics piece for the head of that department, Alen Petkovic, and for The Last Samurai I provided work for both print and AV.

The Logo was designed and locked when we got it from print, so all we did was to play with bevels lighting and how the mteal would look. 

I also was tasked with doing the Japanese character as a light pass animation for the trailers as well. I also did a samurai sword blade that was a cut element in the trailers too, that you can see the style frame I presented above shows.

Once I left BLT I ended up working on about 80 finished trailers doing 3D motion Graphics work, though I promarily do print I still get a request for a 3D graphic card here and there, you can view my reel link to the right.

Cheers, THOM

Monday, November 19, 2012

MINORITY REPORT 2002 PART II The Eye Clamp

 The main symmetrical front or top down shot on the eye clamp I designed for the posters for Minority Report with a reflection of Tom's eye in there.


 A 3/4 shot on the eye-clamp from the work I did for pitching the Minority Report advertising.


 A slightly tilted forward view.


 And one more 3D render that is now rotated to not be symmetrical with a bit of DOF[ depth-of-Field].


 A multi view showing the basic design.


 A shot of the base mesh[ built all high-poly] not sub-d as I now would tackle this project as.


MINORITY REPORT 2002
PART II
The Eye Clamp

Client: Paramount Pictures via BLT and Associates.
Art Director(s): Rick Lynch, Alon Amir, Ronnie Blumenberg, Jeff Barnett.
Project Date: Summer 2001

I was freelancing for BLT prior to coming in-house there for three years, to build up a 3D Department, and Minority report was a very early project that I had done the badge for here, and they had me move onto a tech medical device that was to be used in the film to remove the eyes of the main character to swap them out to untracable ones.

As with many projects they did not have reference images to send to me of the device, only a shot of something pulling on the eye itself, so I designed out this Medical device for a series of movie poster ideas.

If you look closely, you will see that I used a few parts off the badge directly, including the center and the little 'grills' , as well as following the three pointed concept design established for the badge I mirrored it here in this prop I designed.

You can review PART I on the badge here.

Cheers, THOM

Thursday, November 15, 2012

3D Model Sales Part IV The Submarine Door/Hatch

 Here is a Low Poly Base Mesh shot with the Submarine Door Hinged open[ linked] that I sell online.


 The Submarine Door is rendered here with the Subdivsion added back on the smooth out the geometry.


 A Worms-Eye angle looking on up at the closed submarine door 3D model.


 The Worms eye view smoothed out[ two levels of Turbo-smooth]


 The clean render of the same.


 The standard view, first thumbnail used to market the Submarine Door 3D Model I sell as a 3DSMax, FBX, and OBJ..


 The Quads are shown here in this render with the Poly-Grid with a double smooth added to increase the geometry.


 Low Poly base mesh for the submarine door.


 I do birds-eye shots too as I want to move all around the object to show as much as possible.


 The low poly model here shows that I built the hinges and hand-wheel base as a one piece casting along with the dished hatch/ submarine doorway.

 The back view shows that this has both a front and back since the door opens it needed to be a 360 model design.

 The smoothed inside of the 3D sub hatch I sell online.

 Low Poly showcases the build method I have on all my models in 3D.


 Here the exploded view shows the individual parts for this stock model I sell.


3D Model Sales
Part IV
The Submarine Door/Hatch

Since I've started to post 3D models for sale on Turbo squid again, today I am showcasing a model I have put up for sale of a old styled submarine door for sale online here.

When I started at BLT and Associates in 2001, my very first freelance job for Alon Amir there was for the film Below, and I ended up making a sub door for the DVD back cover, so this model was inspired by that time.

For this new updated version I just made in 3DS max 2013 last week, I built this all as a subdivision model ensuring high resolution models with a much longer shelf life online than the older fast modeling approach I did back then for that other asset.

I render out the asset in Low resolution gridded quads, showing the quad geometry build for the prosepctive buyer to see how I made the prop.

I also render a subdivided[ turbo-smoothed] grid view and a few higher subdivided render too in many angles to show the details in the piece.

This Submarine door also got rigged a bit, as I linked it on up so that the door set could hinge outward, and was grouped accordingly.

Cheers, THOM