Jurassic World: Fallen Kingdom 3D Main Title Key Art- I used a second displacement object over another extruded one on the the T-Rex in this logo concept over the wire cage mesh to layer the effects and have better control for dialing the look in this 3D Logo.
Jurassic World: Fallen Kingdom 3D Main Title Key Art- A screen capture showing the use of individual lights for each letter in the the logo to ensure even legibility, as well as center lights for a nice fall-off to the sides.
Jurassic World: Fallen Kingdom 3D Main Title Key Art- A clay screen capture of the crusty displacement object on the T-Rex with no displacement on in this view [ base-mesh ]. I used N-powers Power-boolean in 3DS max to use quad mesh output to displace.
Jurassic World: Fallen Kingdom 3D Main Title Key Art-Red Clay surface shader showing the high level in the crust on the Jurassic Park Icon.
Jurassic World: Fallen Kingdom 3D Main Title Key Art- This design concept design has 3D moss growing in the holding device with very distressed textures on the Title Treatment.
Jurassic World: Fallen Kingdom 3D Main Title Key Art- This Clay shader screen grab shows the high polygon count 3D moss put into the circle background over the diamond plate background object.
Jurassic World: Fallen Kingdom 3D Main Title Key Art- a 3/4 tipped to the side screen grab view showing the displaced layers and moss scatter objects I built out.
Jurassic World: Fallen Kingdom 3D Main Title Key Art- This tipped back screen-grab view shows the various depth and levels I use to build out the titles with weight to it. This is especially seen in a MGFX application camera moves.
Jurassic World: Fallen Kingdom 3D Main Title Key Art- Cracked stone and concrete textures with heavy aging and stains for this design pass.
Jurassic World: Fallen Kingdom 3D Main Title Key Art- A cleaner version of the cracked title with some metal on the T-Rex with the back racking in the holding device.
Jurassic World: Fallen Kingdom 3D Main Title Key Art- Screen grab with one level of sub division to the cracked objects.
Jurassic World: Fallen Kingdom 3D Main Title Key Art- The base editable poly power boolean used for the concrete holding device.
Jurassic World: Fallen Kingdom 3D Main Title Key Art-2 levels of subdivision added for close ups on this design in this screen grab in clay shader showcasing form.
Jurassic World: Fallen Kingdom 3D Main Title Key Art- A heavy broken up metal 3D Logo design with some motion blur effects added in post.
Jurassic World: Fallen Kingdom 3D Main Title Key Art- The subdivided mesh has 4 levels to get the mud flood cracks in the surface.
Jurassic World: Fallen Kingdom 3D Main Title Key Art- This is the base mesh on the dimensional T-Rex with a good amount of 3D form to it. It was also used without the crack on the below image a swell.
Jurassic World: Fallen Kingdom 3D Main Title Key Art- A metal with a bit more hand modeling to the T-Rex adding more from to this design set.
Jurassic World: Fallen Kingdom 3D Main Title Key Art- This has a woven pattern in the holding device that was displaced not mapped. The Ambient Dirt in the weaved object fills in the spaces and adds realism in the post process.
Jurassic World: Fallen Kingdom 3D Main Title Key Art- A single pass with carbon fiber materials.
Project Review
Main Title Treatment Concepts
December 2016
Client: Universal Pictures via BOND
Creative Direction: Patrick Dillon.
Project Date: December 2016.
I loved the original films starting in 1993 right after I graduated from Art Center College of Design, so when they rebooted the franchise with Chris Pratt leading it up I was really excited to work on the sequel to the film from 2015.
Today I have posted eight of the Title Treatment concepts I did for this
film.
For this job, the type and vectors for the T-Rex were all locked since 1993, so I was again tasked with doing a series of Main Title treatments to the film for Key Art for PART II of this well loved franchise.
For the sequel they wanted the logo with some destruction and cracking along with distressed texture for the most part. Also they wanted some tech materials as well in there like carbon fiber etc. which I also experimented with for the agency. I even added in some wire fencing that was bitten paying homage to the first film with the T-Rex.
I did a good amount of displaced object with actual 3D surfaces rather than bump maps. It is a longer render, and bigger file size, however it has a much larger use especially for MGFX work where close ups and fly through work are typically needed. And a Sub-D base mesh is a lot easier to rig camera moves in as the scene is lighter to work with in 3D.
I have also added a lot of Clay shader screen grabs to show the builds of a variety of my 3D Logo designs to see what was actually built out, not mapped as a Behind the Art feature to the post.
Cheers, THOM