The final Image rendered and used in the Key Art packaging for the DVD release of the horror film Below back in 2002. This was my first GI[ global-Illumination ] finished image.
A Polygon render shows the simple build out done for speed as there are no subdivision parts in this build.
I almost always will provide a Z-Depth mask to the Art Director so they can control the distance based edits in post with a 3D mask.
I did do one alt which was a close up shot with a much shorter lens so the hallway was deemed too short in this shot.
The close up on the end of the hallway door in polygon view showing my build details. All built from scratch as usual.
The Z-Depth fir this alt shot as well was done @ rendertime.
The door itself in detail.
The hallway was rather short and the long feeling was achieved via the camera used [15mm].
A view inside the hall on the left side wall. I curved the walls to add dynamics to the lighting, as a curve is a much better surface to get light movement on than a flat one.
Project Review: Below
Interior Hallway Build for DVD packaging of the Baldo Class Submarine Model
Client: Dimension Films via BLT and Associates. Art Director: Alon Amir Project Date: December 2001
is my third post here covering the 3D illustration work that I did that
was used in the final Key Art for the film Below, back in 2001, over a decade
back now, and today I am going in depth on a piece that was done for the DVD packaging after the Theatrical release was in the bag.
This was an extension of one of my first 3D Illustrations I did for BLT back in 2001 of a subway door, and I basically built out a full hallway and experimented with the then brand new Global Illumination[GI] engine from Final Render on this three wall set, and this became my first GI finish image.
I rendered out the final and we photographed an AE executive for the final package as seen here.
You can view PART I from a few years back here.
You can view PART II here as well which is an in depth review on this WW2 Baldo Class Submarine
The Main Style frame front camera centered on the 3D Neon Logo for Beauty Shop.
Here is the wireframe Ambient Polygon render showing that this was a fast build scene[ Not Sub-D].
A alternate front shot with the camera lowers slightly and a 11degree fish-eye effect added to the lens.
An exploded view shows the basic build out in parts.
A 3/4 side view with a bit of DOF[ Depth-of-Field] added in.
The Polygon render of that same shot.
A Worms eye, up angle on the 3D Neon title with the glow material set up and read for animation.
The Polygon view of the scene.
A very low up angle on the title with a cooler night lighting coming down the brick wall in the background.
You can see the lens curvature in the brick rows well in this polygon render.
A severe down angle on the sign starts to get some legibility issue, however this was a start frame that centers to the main front shot up top as it seats.
A Polygon render of the last shot in 3D.
Motion Graphics Titles
Beauty Shop 2004.
Client: Metro-Goldwyn-Mayer-Distributing Corp via The Cimarron Group. Creative Director:Eric Floen Project Date:January 2004.
Today I have posted style frames from a Motion Graphics project I did back in 2004, almost a decade ago now, while I was in house at The Cimarron Group running my one-man show of a 3D Department for the film Beauty Shop.
I was fairly new at the company at the time, and I was asked to develop a look in neon for the film title for the trailers. The MGFX head, Eric Floen provided me with an Illustrator file of the logo designed by them to build out in 3D, so as I had done many Neon logos in the past[ see here, and here, and here, and here], so I began construction of the logo.
I built it out with an internal filament or neon tube that lit up[ animated] with an outer glass enclosure done in a hot pink glass. I made the various clips to attach it to a surface and pulled in a 3D brick wall displaced model I had from another gig to use for a backdrop.
I rendered out a few shots at various angles, but in the end I delivered just the logo with no wall or clips. I was told it went to finish due to the size of the final render, though I never did see the final use. A fun gig.
A final Frame with the Post-FX work done in Photoshop to develop a style frame.
I rendered the shot at various depth of field setting by adjusting the camera target for the area I wanted 'In focus".
An alternate has the target closer to camera so the right side 3D render of the Ebola viruys is more in focus.
Animating the DOF[ Depth-of-Filed] is a great simple focusing look for a moving image in this look.
A Black and white version.
The final image in High rez showing the 3D build out of the virus.
Here you can review the stages of the build out from the simple background low poly version to the fully displaced ultra high resolution 'hero' image.
A Low angle favoring the Highest Poly count 3D asset of the Ebola Virus.
A birds eye shot showing the base poly build[ very simple]
Electron Microscopic 3D Look Development
Ebola Virus 2014
Client: NA. Art Director: Thom Schillinger. Project Date: October 2014.
I had a bit of downtime a few weeks back and with all the horrific news about Ebola, I was looking to fine tune my Microscopic rendering techniques in 3D, as I was foreseeing some clients needing 3D images and animations with full rights to them, so I began to build a scene from scratch.
I have done quite a few Electron Microscopic looks for various projects, including Breaking Bad menus for blue Ray, Aeon Flux titles, and development here. It had been afew years since I was tasked with this type of look, so to stay 'frosty', I picked this as a subject matter to hone.
After doing a bit of research I found images of the virus that seem to appear the most, so I built an actual 3D version of the virus in multiple levels so it would be good for animations as well as super close up work, and I built in all quad subdivision.
This month marks my fifth complete year doing 100% freelance. It has been quite a ride.
I have done freelance design work for 23 years now, sometimes as a full time freelancer, and others as a second income stream when I held full time work, however this past five year block, is the longest I have been self employed in my career.
I have well over 5000 images up and searchable now, and it is growing every year.
Thanks go out to all my great clients and friends for the continued support.
Look for more posts in the months and years to come.
The Stock 3D Model of an Airplane Bungalow I build nine years ago.
From the back you can see the wrap around front porch with river-rock columns.
The south side entrance to the craftsman home with the Riverrock fireplace.
A closer shot fo the front porch with door and lighting details.
The 'Airplane like canopy' pop top on this Airplane Bungalow.
The North side of the virtual Arts and Crafts house.
Built and grouped for easy texturing.
All doors and window are grouped and two sided ready for an interior if needed.
The Pop Top Canopy 2nd floor exploded out to review the parts.
Front door and entry details exploded out to review.
A close up on the door hardware details on this 3D Stock Model.
3D Stock Model Build Review
Airplane Craftsman Bungalow: Built for online sales 2005.
Client: The Cimarron Group for Stock 3D Model Sales. Art Director: Myself. Project Date: March 2005.
'05 I was still in-house at The Cimarron Group, and I regularly built out
highly detailed 3D Models for sale online, and today I am reviewing
a 3D model I made of a Arts and Crafts era Airplane bungalow.
I love old architecture as seen in the subject matter of my 3D models I sell online, as well as the catalog of 3D models I built for sale by my prior employer as seen here, of which Craftsman architecture is one of my favorites.
I have built out a few Craftsman Bungalows before, as well as furniture here, and here, Some stock models I sell have been done after this build nine years ago with more attention to detail and scale accuracy much tighter. This one was built out as an exterior only, non quad subdivision model[ primitives etc]. I now sell only full subdivision models online for myself like here and here.
This model is still online for sale by my past employer The Cimarron Group, though they are no longer in business, and can be purchased in the 3DS-max native format here, or exported as a 3DS file for other apps here.
will continue showcasing many of the stock 3D models I have from various
companys I have prepared them for in future posts, so enjoy!
I was contracted by an architectural firm out in NYC to assist in building out some vintage 3D furniture
as well as various props for the rooms to bring a level of realism to them, and today I have a fun Mid Century Modern piece to review.
In this PART
IV, I have recreated a virtual version of an MCM[Mid-Century-Modern] Kagen Chair and Ottoman. I was given a photo of the exact model to re-create in 3D and built it out so that the client could drop it into the Architectural visualizations for this client.
Like the rest, I only was delivering a 3D model mesh to the client. I do a test image to test the surfaces as
seen above, but the model itself is the deliverable in 3DSmax , FBX, and
I can design, build, and render out,
or do any one of these steps for my clients, so I get a range of
projects from Architectural and Interior Design clients for Corporate,
Retail, Theme Park, as well as here for residential.
Trained in Transportation Design at Pasadena’s Art Center College of Design, I have worked for the past 24 years in every facet of Entertainment Design as Conceptual Designer, up to Design Director. I am currently working for General Motors full time as a Senior 3D Visualization Artist. I am also running my design studio part time out of my home in Littleton, CO.
In the past, I have orchestrated teams as large as 100 on an international level , and as small as a few artists. Art Center gave me the formal training in Industrial Design via sketching and modeling to execute my designs.
The variety within the Entertainment Industry that I have been involved with includes: Television Commercial Set Design, 2D Animation Television Series, Restaurant Design and Illustration, Real Time 3D Interactive Gaming, Online 3D Web interface, CD ROM Magazine Design, Theme Park Attraction Design, Product Design and Development, and finally ending up in Entertainment based Advertising for Theatrical Films.
I have experience starting up both 2D, and 3D design departments, as well as moving into existing studio infrastructures of operation and working within established systems already in place.