Tuesday, December 9, 2025

Project Review: Next Level Chef Las Vegas 2022- 3D Architectural Concept Illustration

 
 
Next Level Chef Las Vegas 3D Architectural Concept Illustrations- The main 3D final render of the full build out as delivered to the client.

 

 
 
Next Level Chef Las Vegas 3D Architectural Concept Illustrations- The smaller test pass with the sketch as an overlay sent to the agency to approve the angle and proportions prior to the full build out. This was a 3 day job, so I lock in angles first to save time and budget.

 

 
 
Next Level Chef Las Vegas 3D Architectural Concept Illustrations- I also rendered the above grid at final 3K render scale and put it in the final PSD as a layer to match perspective to the city behind it and for the placement of Gordon over the building as a grid-guide layer.

 

 
 
Next Level Chef Las Vegas 3D Architectural Concept Illustrations- the Ambient Occlusion / Dirt render pass adds realistic ambient lighting and dirt into the cracks. Here you can clearly see the colored lighting I had on each level as it shows up best on the white primer material used.

 

 
 
Next Level Chef Las Vegas 3D Architectural Concept Illustrations- The Z-Depth render pass gives a 256 level mask that is used for all post effects.
 
 

 
 
Next Level Chef Las Vegas 3D Architectural Concept Illustrations- A textured Screen Grab from the camera view showing the render in frame.

 
 
 
Next Level Chef Las Vegas 3D Architectural Concept Illustrations- A Screen Grab Clay shader surface render from the camera view. I hid the front glass surface here so see thru to the interior design.

 

 
 
Next Level Chef Las Vegas 3D Architectural Concept Illustrations- A close up textured Screen Grab render of the window section of the curved building set.

 

 
 
 Next Level Chef Las Vegas 3D Architectural Concept Illustrations- A close up Screen Grab Clay shader surface render of the window section of the curved building set.

 

  

 
 Next Level Chef Las Vegas 3D Architectural Concept Illustrations- A textured Screen Grab render of the right end of the curved building set.
 

Next Level Chef Las Vegas 3D Architectural Concept Illustrations- A Screen Grab Clay shader surface render of the right end of the curved building set.
 

 
 
Next Level Chef Las Vegas 3D Architectural Concept Illustrations- A Screen Grab Clay shader surface render of the lower basement section of the curved building set.

 

Next Level Chef Las Vegas 3D Architectural Concept Illustrations- A Screen Grab Clay shader surface render of the middle section of the curved building set.

 

 
 
Next Level Chef Las Vegas 3D Architectural Concept Illustrations- Crop in of the 3D final render.

 

Next Level Chef Las Vegas 3D Architectural Concept Illustrations- Crop in of the 3D final render.

 

 Next Level Chef Las Vegas 3D Architectural Concept Illustrations- Here is what I start a project like this with: The main billboard layout. A crop in so the render is full screen and renders quicker. And the reference from the show so I know the set design needs.

 

Project Review: 

Next Level Chef : Las Vegas

3D Architectural Concept Illustration 

 

Client:  FOX Television via Cold Open
Creative Direction: Gardner DeFranceaux

Project Date:  September-October 2022.

     Back in 2022 I was hired for the FOX Television show Next Level Chef. This idea was a proof of concept based on the set design on the show built out as a large curved building set in the dessert outside Las Vegas with Gordon Ramsay as a giant leaning on the architecture. The set is 3 levels tall with the best kitchen on top and the old warehouse kitchen in the basement lowest level. They work their way higher up as they win on the show.

     I love doing freelance for the Cold Open agency, and with my love and background in Architectural and Interior Design work I get to play in that arena again with a gig like this. The set design was established so I needed to copy what was done, just with a much longer set with an added curved building rather than a squared off rectangular set as the show has.
 
     I received set reference as well as the billboard 30-sheet sketch to follow with my build out so I jumped into the work. The lowest level was red brick, wood, and warm lighting with standard white old kitchen  appliances. Mid level was a cool blue lit, all stainless steel kitchen, with blue neon lighting. The Top was bright white tube frame lit, with fine wood, and a very modern designs, clean and simple. I built out the main components found in the reference and rearranged them to be about 3 times the width of the set to get a good long curve building for Gordon to lean on. In the sketch you can see Vegas in the background.
 
    This is a Behind the Art post for those wanting to see the actual geometry in a build, focusing on the set design and set dressing props scattered about the sets.I have built out a good number of Bars, Kitchens, and Food Trucks so I had a good library to pick from. All modeling was Sub-D Quads so I could use the base mesh in some cases as this was a medium to long shot and those details would only be needed for a closer render.

     Thanks go out to Gardner there at Cold Open for bringing me on for these project based roles. Please do take a trip over to the website at the link to see the impressive work they do over there. A great creative powerhouse.

     I am currently full time doing freelance as I hunt for a full-time place to work at, so if you need a bid for a 3D Illustration or 3D Logo, or a 3D Model feel free to contact me for a quote. I am open to Hourly gig's, Work Retainers, Part-time, and of course a Full Time opportunity [ Open to relocation ] would be best. I have worked remote since 2009, so I am ready for your visualization or leadership needs.

                                 Cheers, THOM

Friday, November 28, 2025

Project Review: The Nutcracker and the Four Realms: Key Art Proof of Concept Title Treatments December 2016

 
 
The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- First Title was a nice ornate Old German Font made with glass with a very thin internal filament like a vintage light bulb. Neon was too contemporary for the design but this is a tribute to that look.

 

 
 
 The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- A Clay Shader Screen grab highlighting the geometry. This is the camera viewport with the main extruded type with a micro bevel.

 

 
 
 The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- A Material Shader Screen grab shows the internal modeled filament inside the box extrusion font.



 
 
The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- A Material Shader Screen grab front view shows the internal modeled filament inside the box extrusion font.

 
 
 
The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- I loved this design as I got to add in blowing snow dust around the font. A translucent ice material for the type with whimsical snow dancing around the title.

 

 
 
The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- An extra render pass as a Z-Depth mask to give the Creative team distance based masking with my delivery.



 
 
 The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- The Screen Grab viewport shaded from Camera shows the individual lights I used to light the Key Art. If you look closely you can see the snow particles I placed around this title.

 

 
 
The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- A Clay Shader Screen grab highlighting the geometry. A Camera viewport.

 

 
 
 The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- A Clay Shader Screen grab highlighting the geometry. Here you can see the tiny snow flying around the font from the Bird's Eye view.

 

 
 
The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- A standard Gold Single Point Center Bevel is always wanted for most fancy font styles like this. Here I did a negative bevel that bend inward with a thin sharp knife edge center profile.

 

 
 
The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- A Clay Shader Screen grab highlighting the geometry. The Sub-D divided final mesh with enough divisions added to smooth out those longer curves.

 

 
 
 The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- A Clay Shader Screen grab highlighting the geometry. The base mesh I hand built for the title without subdivision added. This file is lean for animation work in MGFX.

 

 
 
The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments-An extra render pass as a Z-Depth mask to give the team distance based masking masks ready to go.

 

 
 
The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- A Clay Shader Screen grab highlighting the geometry. At this more extreme angle you can see the thin bevel edge well in low poly base form.

 

 
 
The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- A Clay Shader Screen grab highlighting the geometry. The High Poly count file ready for renders.


  

 The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- A Clay Shader Screen grab highlighting the geometry. Looking down the depth of the font is clearly visible. Enough extruded surface for camera moves thru the file. Low Poly seen here.

 

 
 
 The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- A Clay Shader Screen grab highlighting the geometry. High Ploy mesh smoothed geometry.
 
 
 
 
 
 The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- I liked the font as it had nice "thorns' so to speak sticking out from the horizontal sections ans the ornate swirls as well. This was a clean metal version.
 
 
 
 
 
 The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments-An extra render pass as an Ambient Occlusion/ Dirt render pass to add realist lighting as well as aging in the intersections in the geometry. You can see the dirt collects in the tighter curved areas.
 
 
 
 
The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- A rougher metal texture with procedural pitting as well as some mapped distress and cracks. This has a reflection with some  warmth in the cold metal. I added wrapped vines around sections of the title in this alternate design using that last design as a base model.


 
 
The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments-An extra render pass as an Ambient Occlusion/ Dirt render pass to add realist lighting as well as aging in the intersections in the geometry.



 
The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- This version went warm in colors with a Gold and Black texture set, and it was reminiscent of a Postcard look with a extrusion to the side.
 
 

 
 The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments-An extra render pass as a Z-Depth mask.
 
 
 
 
The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- An extra render pass as an Ambient Occlusion/ Dirt render pass to add realist lighting as well as aging in the intersections in the geometry.
 
 
 
 
 The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- For this design I also used a distressed metal and the font was wavy and bumpy with a melted metal feel to it. Hand built not machined in appearance was the goal.



 
The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- Here I applied an Ice texture to the above file as an alternate design. Nutcracker is a Holiday Winter film so there were a few with the cold materials in the design.


 
 
 The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments-An extra render pass as a Z-Depth mask to give the Creative team distance based masking.
 
 
 
 
The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- An extra render pass as an Ambient Occlusion/ Dirt render pass to add realist lighting as well as aging.
 
 
 
 
 The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- This crest design was the larges render of the bunch with hand built swans and crest elements based on scrap reference given to me from the team. Hand built scales and the parts were all very fun to work on.
 
 
 
 
The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- An extra render pass as an Ambient Occlusion/ Dirt render pass to add realist lighting as well as aging in the intersections in the geometry. The center crest in the middle was built as separate objects that I boolean the parts into one object to give it a cast metal look with rounded edges more appropriate for the time period.
 
 
 

The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments-The extra render pass as a Z-Depth mask to give the Creative team distance based masking.

 

Project Review

The Nutcracker and the Four Realms

Key Art Proof of Concept Title Treatments

 December 2016 

 

Client:  Walt Disney Pictures via Cold Open
Creative Direction: Gardner DeFranceaux

Project Date:  December 2016.

     Back in the Winter of 2016 I was hired for the Disney Holiday Film The Nutcracker and the Four Realms. This project was very early in production as the film was released 2 years later in 2018. I worked on the Key Art 3D Logos for a few weeks developing a variety of title treatments. These were proof of concept, so they did not make it to the end and finish.

     I love doing freelance for the Cold Open agency, and as usual I get really fun 3D Logo concepts from the team there, and this production was no different. I do many 3D Logos, and I definitely enjoy fancy ones. I worked with a team and was provided about 10-12 vector files to build out in 3D as dimensional.
 
     I was given a lot of room on this gig to created a few distinct looks. This is the stage in the design whey we can explore concepts to get a feel for what the director of the film wants to see to represent the work. 
 
     I did a wide variety with extruded logos, beveled logos, ones with vines growing around them, some light up vintage Victorian bulb filament styles as well. A range of finished metals, and even one with snow flying around the icy frozen wonderland text. A really fun project!
 
    This is a larger than normal post as I took a larger number of screen grabs in a flat Clay Shader to show the sculpture forms I made for the ornate title treatments. A Behind the Art post is for those wanting to see the actual geometry in a build, focusing on on the font builds with base mesh builds and polygon subdivision mesh smoothed finals. A Disney feature film title usually is animated, so using 3D with a lot of surface and details work well for any Motion Graphics [ MGFX ] use.

     Many thanks go out to Gardner there at Cold Open for bringing me on for these project based roles. Please do take a trip over to the site at the link to see the impressive work they do! 

     I am currently full time doing freelance as I hunt for a full-time place to work at, so if you need a bid for a 3D Illustration or 3D Logo, or a 3D Model feel free to contact me for a quote. I am open to Hourly gig's, Work Retainers, Part-time, and of course a Full Time opportunity [ Open to relocation ] would be best. I have worked remote since 2009, so I am ready.

                                 Cheers, THOM

 

Saturday, November 22, 2025

2D Animation Concept Designs: Background Layout, Storyboard Frames, Characters, Props and Vehicles

2D Animation Concept Designs: Characters.Proof Sheets of work I have done in the 2D Animation space over my career

 

2D Animation Concept Designs: Vehicles.Proof Sheets of work I have done in the 2D Animation space over my career

 

2D Animation Concept Designs: Background Layout, Storyboard Frames.Proof Sheets of work I have done in the 2D Animation space over my career

 

2D Animation Concept Designs: Props. Proof Sheets of work I have done in the 2D Animation space over my career

 

 2D Animation Concept Designs

Background Layouts, Storyboard Frames, Characters, Props and Vehicles 

       Today I am posting some Proof Sheets of work I have done in the 2D Animation space over my career. I started right out of Art Center working in 2D Animation before I really focused into 3D work with 3D Logo Design, 3D Illustrations, and 3D Animations that take up the bulk of my work.  

TV 2D Animation work:
Phantom 2040: ABC: 62 Episodes,Pre-Production, Pilot and Film.
New Adventures of Flash Gordon: ABC: 26 episodes, Pre-Production
Happily Ever After: Fairy Tales for Every Child. HBO 26 Episodes

       I really miss the 2D side of my art, and rarely get a paying gig anymore to use that skill. I still do love to draw and miss using this skill set as much as I was able to to in the past. There are some sketches that were not in 2D Animation mixed in for Theme Park work, as well as a few Walt Disney Imagineering pieces too here as well.


Most of the Images in these sheets are posted here on my blog full sized. Here are some searches to try:

Sketching:        https://3dconceptualdesigner.blogspot.com/search/label/Sketching

Napkin Sketches:    https://3dconceptualdesigner.blogspot.com/search/label/Napkin%20Sketching

Phantom 2040:        https://3dconceptualdesigner.blogspot.com/search/label/Phantom%202040

Flash Gordon:     https://3dconceptualdesigner.blogspot.com/search?q=flash+Gordon+

 
     I am currently still doing freelance as I hunt for a full-time place to work at, so if you need a bid for a 3D Illustration or 3D Logo, 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 ] would be best. I have worked remote since 2009, so I am ready to help you.

                                 Cheers, THOM