Monday, January 5, 2026

Project Review: Ghostbusters III- 3D Title treatments for Print and MGFX 2008

 
 
Key Art 3D Logo Proof of Concept Ghostbusters 3 2008- The final main Icon 3K 3D render.

 

 
 
Key Art 3D Logo Proof of Concept Ghostbusters 3 2008- A Clay Shader Camera View Screen grab in the base ultra low poly build. My background came from Real Time, and I made this 18 years back so I went that way then. Today, I would go with more polygons if I was to do this again.

 

 
 
Key Art 3D Logo Proof of Concept Ghostbusters 3 2008- A Clay Shader Camera View Screen grab in High Polygon count as a Subdivided [ Sub-D] asset.

 

 
 
Key Art 3D Logo Proof of Concept Ghostbusters 3 2008- Close on the Shaded Screen Grab a bit to the side. Such a fun sculpture to make.



 
 
Key Art 3D Logo Proof of Concept Ghostbusters 3 2008- An Ultra High Rez Subdivided Ghost 3D Model in a side view Screen Grab in the Clay Shader showing without transparency.


 
 
Key Art 3D Logo Proof of Concept Ghostbusters 3 2008- This Screen Grab with Materials shows that all pieces are transparent.


 
 
Key Art 3D Logo Proof of Concept Ghostbusters 3 2008- Screen shot of the two main materials I created for the concept 3D icon I made.


 
 
Key Art 3D Logo Proof of Concept Ghostbusters 3 2008-The Z-Depth 3D Render pass for realistic distance based camera and saturation work done in Post typically done in Adobe Photoshop for Print, and After Effects for MGFX.


 
 
Key Art 3D Logo Proof of Concept Ghostbusters 3 2008- The Ambient/ Occlusion 3D Render pass for realistic lighting affects added in post.


 
 
Key Art 3D Logo Proof of Concept Ghostbusters 3 2008-A worm's eye view lower angle on the test render for the ghost material I made for the main Logo Icon design in 3D.


 
 
Key Art 3D Logo Proof of Concept Ghostbusters 3 2008- Another different angle on the test render for the ghost material I made for the main Logo Icon design in 3D.



 
 
Key Art 3D Logo Proof of Concept Ghostbusters 3 2008- A Teaser One sheet using various pieces put together into a single render for the Key Art Print work.


 
 
Key Art 3D Logo Proof of Concept Ghostbusters 3 2008- The final render of Slimer's overlay of drops for the Poster Key Art.
 

 
 
Key Art 3D Logo Proof of Concept Ghostbusters 3 2008- This screen grab Clay Shader shows the High Poly Subdivided [ Sub-D ] model for these drips.



 
 
Key Art 3D Logo Proof of Concept Ghostbusters 3 2008- This screen grab Clay Shader shows the Low Poly Base model for these drips.


 
 
Key Art 3D Logo Proof of Concept Ghostbusters 3 2008- Shader viewport Camera View ready to render out.


 
 
Key Art 3D Logo Proof of Concept Ghostbusters 3 2008- For Materials I had the green environment map center lit, as well as the the shiny transparent slime. I had a higher reflection for better read on the highlights.


 
 
Key Art 3D Logo Proof of Concept Ghostbusters 3 2008- A 3/4 view screen grab Clay Shader shows the levels of the drips for this overlay render.

 

 
 
Key Art 3D Logo Proof of Concept Ghostbusters 3 2008- The final finished 3D render of the Slimer Wall with the refraction's and reflection's dramatically lit from below. The bubbles were one of my favorite additions to this piece.


 
 
Key Art 3D Logo Proof of Concept Ghostbusters 3 2008- This screen grab shaded showing materials in frame from the Camera viewpoint.


 
 
Key Art 3D Logo Proof of Concept Ghostbusters 3 2008- This screen grab Clay Shader shows the displacement in the various running down levels, a custom bitmap was made for this effect.


 
 
Key Art 3D Logo Proof of Concept Ghostbusters 3 2008- This screen grab Clay Shader shows the wall and the air bubbles behind it as a side perspective angle.


Key Art 3D Logo Proof of Concept Ghostbusters 3 2008- This screen grab wireframe shows the air bubbles behind the displaced plane used for the running Slimer goo.


 

Project Review: Ghostbusters III- 
3D Title treatments for Print and MGFX 
October 2008
 

Client:  Judd Apatow produced via The Cimarron Group
Creative Direction: Myself

Project Date:  October 2008.

     Back in the Fall of 2008, I was still in house at The Cimarron Group as the 3D Design Director and I got a dream project that landed on my desk for a rebooting back up of the Ghostbusters franchise. This work was done nearly 2 decades back, and since then their have been 3 additional films made. This was attached to Seth Rogan and Jud Apatow. A few years later in 2012 there was a table read with cast attached, this was prior to the Paul Feig film from 2015.
 
     I also did some work on the Girl Boss version in 2015 Ghostbusters:Answer the Call over a decade back for a few agencies. As to the most current ones from Jason Reitman, he used the original logo on both Ghostbusters:Afterlife, and Ghostbusters:Frozen Empire, so no 3D used.
 
     This work posted today was very early in the production process and Bob Farnia, the Owner at Cimarron wanted us to take a stab very early on the work. This was our proof of concept work for both the Theatrical Print, and Motion Graphics teams so I was off to work.

     I started with the main Ghost Logo and sculpted out the Ghost in 3D to match the original 2D Illustration used in the 80's. Once I was satisfied with the design in a full Quad Sub-D build out, I spent a few days working on a ghost material. I landed on what you see posted above making sure it had legibility. I used a blurred frosted glass like material with no reflective shine to it, so it was matte finished with some color bounce refraction inside the ghost.  It had a falloff material with the transparency fading to the edges, yet still visible. I posted a few angles but the front original match angle is what was preferred.
 
     I also made the red "No Circle" transparent as well in red with shine added to the shader so this was a time consuming 3D render back then as everything was transparent.Render times were long 18 years back, today this could be previewed in a viewport with a nice CUDA card.
 
    For MGFX I used the Icon along with the proposed release date. This was an animated Film rez file I delivered to the Motion Graphics team for the presentations. I have posted the final frame after all the parts came together for the year 2010 above.

    I also built a full running wall of Slimer's green slime using a displacement map on a mesh object with 3D modeled air bubbles at various distances behind the transparent goo. This along with some depth of field on he Camera in the 3D render added to the depth to the material.

   Finally, I did one poster mock up one sheet as well with just the big icon, as at this stage there were no assets at all,  and all we had was a moving date that "Got Slimed" with Slimer's green goo basically on everything in the design.

     I am still currently 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 and experienced to help you.

                                 Cheers, THOM