A very powerful mask , with many ways to use for a 2D Artist in Photoshop of After Effects.
The Curse of Oak Island
The Curse of Oak Island
3D Illustration for Key Art 2019
Client: History Channel via Switch Creative Group Inc.
Creative Direction: Josh Mintz
Project Date: September 2019.
I was called in by Josh Mintz at Switch to design and build out a 3D Design using elements from the series to be used as a holding device or crest for the comp highlighting the main Cast members. human bones were the big element , as well as treasure chests, old coins , and a few digging tools. I love working with this client as I do hundreds of 3D Logos each year, but 3D illustration is what I love getting as well, these projects allow me to sketch in 3D and design pieces of art , especially ones with multiple elements , so off I went.
When I create a piece like this for a client I first build out the various parts and mock up a basic layout. I do either a screen grab, or I do a low resolution render leaving off all post effects as well as turning off Anti-Aliasing[ a.k.a. AA ] so the render is quick for approvals.
Once the low resolution render is done I to a low resolution AA render to get a time estimate a for a final. For comps needing client approvals it is usually half the finish size in pixel width , each agency, and client is different, and for this one History Channel needed a 2500 pixel render to approve. Once it went to finish the final was 5000 pixels wide.
When I deliver a final layered Photoshop file, I typically render out three passes minimum, with added renders always available as an option.
3D renders are Smart 3D Images, so they automatically have an Alpha channel saving the clients time and money as the object comes masked to the pixel perfectly.
I also include a Z-Depth pass which is a depth based grey-scale mask for adding post effects based on distance from Camera. Great for Camera blurs , adding layers of fog or atmosphere, or de-saturation or saturation based on the object closeness.
The final pass is an Ambient Dirt pass which is a basic grey color with a dark dirt like material that 'finds the intersections' in the geometry and darkens them up adding either aging or just a nice shadow in the cracks and crevices. This adds to the photo-real style that can be adjusted better than in just a single render pass. This is a standard practice on my MGFX and AV work for trailers and 3D Animation.
The final Image also was delivered with a version with a Human Scull front and center, that was deleted late in the process. I also did a render pass of parts, where i move the 3D objects out so the can be grabbed with the Alpha Channel, and do a render of this so the Creative Directors can use them to add more pieces or build their own design with the pieces. This project , only the no-skull version was taken to finish at 5K resolution.
If you need a bid for a 3D Illustration , or a 3D Model feel free to contact me for a quote. I am open to Hourly gig's , Work Retainers , Part-time , and Full Time opportunities [ Open to relocation ].