Thursday, May 23, 2013

Project Review: Men Who Stare at Goats 2009: 3D Logo Concepts-New Earth Army

 A simple clean render of the Men Who Stare at Goats , "New Earth Army" Icon with a bit of after glow in the metal highlights as a post FX.


A cement version of the New Earth Army Logo with aging and a bit of bleached feel to the whole piece.


A heavy aged version here with the Final Render Dirt shader samples set very high and extending out 100%


 Here is the simple scene with the badge sitting on a plane object


An exploded view at this angle shows the various layers stacked up to create the final badge.


A full poster shot of the logo closer with some Lens FX on it as well.


A severe up angle very dark. I left the lower 2/3rd's for the photography OL.



 A shot from the front turned slightly to the right.


Project Review
Men Who Stare at Goats 2009
3D Logo Concepts-New Earth Army


Client:Overture Films via The Cimarron Group.
Art Director: Chris A. Hawkins, and Joseph Stamper.
Project Date: Summer 2009.

Back in the Summer of 09' I was still running an in-house 3D Design Department at The Cimarron Group out of Hollywood, California, and I was put on a project with a fast half day turn around, which is typical of this industry, they need it now,so little to no time is the standard operation enviornment.

I was given a symbol from the film, Men Who Stare at Goats for the Mind Control group called, The New Earth Army via a screen grab from the film, so I copied the Old font and created a wall badge similar to what I had done before on a few project as seen here, and here.

A very simple build as I needed the half day deadline mostly for the render-time and lighting set up , the actual model itself was a series of 3D beveled plates stacked on one another, and fast to make.

I did a few angles but they went for the front shots in various stages of aging for the presentations. I used the great procedural shaders with the dirt effects in all the cracks, as this ages 3D renderd quite well and is a fast process, as long as you have the CPU or GPU's to handle the render itself, as all procedurals are created at rendertime and take longer, but never pixelate.

A fun fast 3D Logo job typical of most of my day to day work here.

Cheers, THOM

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