Wednesday, October 22, 2025

Project Review: 3D Key Art Illustrations Proof of Concept for Total Recall August 2012 PART I

 

 
 
3D Key Art Illustrations for Proof of Concept for Total Recall 2012- This is the final 3D concept piece I did for Key Art one sheets for the film for the Robot Room. I used Cebas Final Renders Distortion Lens Camera type, this lens allows a fish eye curved render from 1-100 is much closer to any real lens where CGI renders tend all to be perfectly straight lines.
 

 
 
3D Key Art Illustrations for Proof of Concept for Total Recall 2012- This is the Ambient / Dirt render pass done with Cebas Final Render Ambient material and Dirt shader to get both an ambient lighting pass for realism, as well as a Dirt shaded to enhance the intersections and concave parts of the geometry to enhance the render.

 

 
 
3D Key Art Illustrations for Proof of Concept for Total Recall 2012- I always provide a Z-Depth Mask to the Art Directors so they can play around base on pixel depth to camera, for Rack Focus lens effects, saturation, atmosphere, and other enhancements. This is a very important pass to provide a client and is what makes a 3D render a Smart 3D Image.
 

 
 
3D Key Art Illustrations for Proof of Concept for Total Recall 2012- This is the concept sketch on the Right, and a Preliminary Design Comp that was presented on the Left. I rarely get to see how my 3D is used in the pieces of Key Art presented. That is one disadvantage to being a contract worker. When I was in house at The Cimarron Group, and at BLT and Associates ESOP, I got to see how my concepts were used every day. I miss that.

 

 
 
3D Key Art Illustrations for Proof of Concept for Total Recall 2012- A Clay shader screen grab form the viewport. This is the camera view. You will note that the screen grab does not reflect the Fish Eye lens I used in the renders above, as that is done in the render not in a viewport which is a real time render.

 

 
 
3D Key Art Illustrations for Proof of Concept for Total Recall 2012- A Clay shader screen grab from the viewport. This was the detailing under the platform I built out. It is a reuse of a lot of the geometry from up top with the upside down triangle sectioned under-hallway from the sketch. It played well with the volumetric lighting.

 

 
 
3D Key Art Illustrations for Proof of Concept for Total Recall 2012- A Clay shader screen grab from the viewport. A 3/4 side view shows the design a bit better than as straight view that was needed. Some of the parts were taken for a second comp I did of the elevators from the film. I did get reference of the live action prop for that one.
 
 

 
 
3D Key Art Illustrations for Proof of Concept for Total Recall 2012- A Clay shader screen grab from the viewport. A birds eye shot shows the extent of the 3 wall the set I deigned and built for the Key Art Proof of Concept pieces.


3D Key Art Illustrations for Proof of Concept for Total Recall 2012- A Clay shader screen grab from the viewport. A close up from the camera view. This type of crop in would have been good for a 30-sheet or billboard.    

 
Project Review
 3D Key Art Illustrations Proof of Concept
for Total Recall August 2012 
PART I

 

Client:  Columbia Pictures via Cold Open
Creative Direction: Gardner DeFranceaux

Project Date:  August 2012.

     I am posting a Proof of Concept pieced that I did for the Cold Open Agency for the reboot of Total Recall back from August 2012. This was Proof of Concept only work, pure concept design that did not make it into the final round. Super fun to stretch out in that direction and create a full futurist robot factory. So much fun!

    This is the first posting in a series for Total Recall 2012 that I will be posting on. I had to build out a futuristic Robot factory with no reference to the CGI from the film. I had a nice sketch given to me, and I was very familiar with the original one so I had an idea of where to go with it, as I have been a Conceptual Designer for all of my career.
     Often as a Concept artist, I have had to create from little to no reference, and here I did get to use all those skills. Some projects, the design details are all laid out up front, but this was the other end of the spectrum. I love doing work on both end, as they feed each other in building up a well rounded skill set as a designer.
 
    I started with the concept sketch with a huge room with robots that would be added to the walls. It has a big bridge platform that would be backlit, so I was off and running in the 3D layout.  It was a low angle ground view render that I added a fish=eye lens to it as well for the final.
      As a longtime concept artist I have designed many futuristic city designs of both interior and exterior shots. Starting early in my career for Phantom 2040 I did design layouts like you see in Blade Runners of a futuristic city, and this work was for the TV Animated series. For that work I did sketched designs like this. I was guided early on by Syd Mead to get into Concept Art starting when I first saw him in Michigan while at CCS in 1985. I later met him a few times at his studio in So Cal as well, the GOAT!.
       I built all of this in 3DS-Max as 3D Quad Subdivision models so that I could add in details resolution for future finishes and close ups if needed without a full rebuild. Also, Sub-D gets the best surfaces without being too sharp and CGI looking, this method of construction is typical for Film and Game use, and when I can I build my work this way I do.

      I have 5 total posts I will be sharing on Total Recall, so do visit again to see those proof of concept pieces. Some of the most fun ideas I've had the pleasure of working on in the last decade getting to do these 3D Illustrations.

     I really enjoy all these projects I do for Gardner there at Cold Open. Take a trip to the site at the link to see the impressive work they do!

     I am back 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 Full Time opportunities [ Open to relocation ] would be best. I have worked remote since 2009, so I am ready and experienced to help you.

                                 Cheers, THOM

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