The final Key Art Title I built as a 3D Illustration for Army of the Dead for BOND. This design was my favorite of the 7-8 designs I did for the project. This was most definitely the most complex of all the designs I did as well. To achieve the motion blur on the falling chips I set up the render as a 3 frame animation moving the chips down and rendered out the center frame only to get the right amount of motion blur.
The Ambient Occlusion/ Dirt Pass is a second render pass I provide my clients as you can use it in post to add depth and details to the 3D final rendering. Multiple use of overlays can really add weathering and with added noise effects to the pass you can achieve some great alternates with a single render pass for the Key Art teams to 3D Paint on the file.
This third pass shown is a standard 3D Depth mask based on pixel distance, a Z-Depth pass. It is great for distance based editing , like fog effect, saturation and de-saturation changes based on closeness to camera, and rack focus effects can also be achieved in Motion Graphics work with just a single rendered multi-pass file like I deliver or Depth of Field aka "DOF" in a still image.
Here is the 3D Camera POV shaded in a clay material for this Screen Grab showing the reflection dome hidden from camera behind the design so it does not render, however it is seen in the reflective surfaces so you can control the color and mood via whatever sky or background used.
Super close on the details of the 3D Model with the Dice 'Eyes" with diamond pupils inside the skull eye sockets as well as all the fun details up close in the Clay shader Screen Grab here showcase in my build.
This
Screen Grab is tipped a bit to show the 3D layering going away from camera. Was hoping for a 3D fly through if it was picked, lots to fly around in this design. You can also see I bent the title and curved it back a bit on the sides. This alleviates the extrusion looking so much deeper on the far ends of the title with the camera distortion effect you get with a 3D Camera.
This second design I present today is a one-line title with a really fun carved skull center to the 3D Logo. I subdivided the skull so I could use a bitmap to displace the 3D Mesh Geometry and due to the intricate details in the design the mesh was over a million faces to get the curves just right for this level of use. Sub-D is advantageous as if you do need to go closer you merely add more polygons, but you'll need a good high end PC to render it out as it gets mesh heavy.
The Z-Depth shows the spade on the skull forehead was the closest to the 3D Camera as seen in the lightest color displayed here. A leveling pass in Photoshop can isolate that element for glints and use it for any lighting movement in a MGFX use.
The clay pass of the final locked camera for the render on this second 3D Illustration design I provided to BOND.
This Screen Grab is a lower angle showing how I rotated the skull down in the Poker Chip 'Halo" object to give the eyes a more sinister look. You will see actors tip their heads forward to accentuate the eyes peering out from under the eyebrow, Think of Pennywise in IT.
This
last Screen Grab is much closer to the skull design element in center and I did a wireframe overlay to show the million face object needed to get the 3D carvings to be smooth enough for the title view as described below.
Client: Netflix via BOND
Project Date: October 2019.
Direction: Patrick Dillon.
The work did not make it to finish for the final Key Art, yet I was able to create some memorable pieces for the client and myself. It expands my 3D concept knowledge each time I use an element in a piece of work, as each surface is a lighting challenge as well as all 3D composition taken into consideration not just the 2D X and Y tangents and composition but the added third dimension of depth in the Z direction. [ 3D Geek talk! ]
I will be posting more Army of the Dead Key Art 3D Logos I did for BOND in the future.
No comments:
Post a Comment