Showing posts with label 3D Modeling. Show all posts
Showing posts with label 3D Modeling. Show all posts

Monday, June 1, 2026

Project Review: Greenland 2 Migration: 2025- Key Art Proof of Concept Designs

 

 
 
Project Review: Greenland 2 Migration: 2025- Key Art Proof of Concept Design I: Chrysler Building Day One.  Final 3D render with all render passes combined as delivered to the client. This is the first design I built out with the look back to the first film where the building was destroyed. I was given the back-plate to match by Switch.
 

Project Review: Greenland 2 Migration: 2025- Key Art Proof of Concept Design I: Chrysler Building Day One. The Z-Depth 3D Render Pass for depth based editing in post for the client.

 

Project Review: Greenland 2 Migration: 2025- Key Art Proof of Concept Design I: Chrysler Building Day One. I always do an Ambient Dirt Pass render using Cebas Final Render. It doubles as both an Ambient Occlusion pass, and a Dirt pass that darkens the intersections in the geometry build with a second texture blend.


Project Review: Greenland 2 Migration: 2025- Key Art Proof of Concept Design I: Chrysler Building Day One. Screen Grab in 3DS Max showing the asteroid trajectory trails for placing the lights for the post work for the fire explosions.

 

Project Review: Greenland 2 Migration: 2025- Key Art Proof of Concept Design I: Chrysler Building Day One. Screen Grab in 3DS Max showing the build semi shaded.
 


Project Review: Greenland 2 Migration: 2025- Key Art Proof of Concept Design I: Chrysler Building Day One. Screen Grab in 3DS Max from the main camera viewport in the clay shader to showcase the geometry 3D Modeling work. This is a modified model I built years ago that I cut into it and broke off parts.

 

 
 
 Project Review: Greenland 2 Migration: 2025- Key Art Proof of Concept Design I: Chrysler Building Day One. Screen Grab in 3DS Max perspective view in the clay shader closer up.

 

Project Review: Greenland 2 Migration: 2025- Key Art Proof of Concept Design I: Chrysler Building Day One. Screen Grab in 3DS Max perspective view in the clay shader much closer up to the iconic balcony area with the Art Deck Eagles.

 

Project Review: Greenland 2 Migration: 2025- Key Art Proof of Concept Design I: Chrysler Building Day One. Screen Grab in 3DS Max perspective view in the clay shader shows the freeze frame of the antenna on top that was knocked off by an asteroid.  

 

 
 
Project Review: Greenland 2 Migration: 2025- Key Art Proof of Concept Design I: Chrysler Building Day One. Screen Grab in 3DS Max perspective view in the clay shader close up on a brick corner with bricks flying off the building. As this was a proof of concept if it went to finish I was going to add in bevels and more details here to this addition to my original clean 3D model.
 
 

 
 
 Project Review: Greenland 2 Migration: 2025- Key Art Proof of Concept Design II: Chrysler Building, Years later. Final 3D render with all render passes combined as delivered to the client.

 

 
 
 Project Review: Greenland 2 Migration: 2025- Key Art Proof of Concept Design II: Chrysler Building, Years later. I always do an Ambient Dirt Pass render using Cebas Final Render. It doubles as both an Ambient Occlusion pass, and a Dirt pass that darkens the intersections in the geometry build with a second texture blend. This effect really shows up where the foliage intersects the building.

 

 Project Review: Greenland 2 Migration: 2025- Key Art Proof of Concept Design II: Chrysler Building, Years later. This is a second Color 3D Render pass I did with a rustic mossy texture that was used in post as an overlay layer. It allowed the client to paint in as desired to get more or less aging on the final. I put a clean layer and my suggested painted one 


 
 
Project Review: Greenland 2 Migration: 2025- Key Art Proof of Concept Design II: Chrysler Building, Years later. The Z-Depth 3D Render Pass for depth based editing in post for the client.

 
 
 
 
Project Review: Greenland 2 Migration: 2025- Key Art Proof of Concept Design II: Chrysler Building, Years later. This concept I applied multiple vegetation all over the building. This in years later so I used both a Scatter object to add in leaves all over the base, as well as the hanging vines.
 
 
 
 
 
Project Review: Greenland 2 Migration: 2025- Key Art Proof of Concept Design II: Chrysler Building, Years later. Screen Grab in 3DS Max from the main camera viewport in the clay shader with all that extra geometry for the foliage.
 
 
 
 
 
Project Review: Greenland 2 Migration: 2025- Key Art Proof of Concept Design II: Chrysler Building, Years later. Screen Grab in 3DS Max from a perspective view in the clay shader with all that extra geometry for the foliage a bit closer.
 
 
 
 
Project Review: Greenland 2 Migration: 2025- Key Art Proof of Concept Design II: Chrysler Building, Years later. Screen Grab in 3DS Max from a perspective view in the clay shader showcasing higher up on the balcony level with the eagles draped in vines.
 
 
 
 
Project Review: Greenland 2 Migration: 2025- Key Art Proof of Concept Design II: Chrysler Building, Years later. Screen Grab in 3DS Max from a perspective view in the clay shader near the top on that iconic Deco stainless steel roof.
 
 
 
 
Project Review: Greenland 2 Migration: 2025- Key Art Proof of Concept Design II: Chrysler Building, Years later. Another Screen Grab in 3DS Max from a higher perspective view in the clay shader showcasing the eagles draped in vines.
 
 
 
 
Project Review: Greenland 2 Migration: 2025- Key Art Proof of Concept Design II: Sydney Opera House, Years later. Final 3D render with all render passes combined as delivered to the client.
 
 
 
 
 Project Review: Greenland 2 Migration: 2025- Key Art Proof of Concept Design III: Sydney Opera House, Years later. I always do an Ambient Dirt Pass render using Cebas Final Render. It doubles as both an Ambient Occlusion pass, and a Dirt pass that darkens the intersections in the geometry build with a second texture blend.
 
 
 

Project Review: Greenland 2 Migration: 2025- Key Art Proof of Concept Design III: Sydney Opera House, Years later. The Z-Depth 3D Render Pass for depth based editing in post for the client.


 
Project Review: Greenland 2 Migration: 2025- Key Art Proof of Concept Design III: Sydney Opera House, Years later. A viewport Screen Grab of the Camera View-port showing the mesh lines with a reflection dome over the full scene.


 
Project Review: Greenland 2 Migration: 2025- Key Art Proof of Concept Design III: Sydney Opera House, Years later. A viewport Screen Grab of the Camera View-port showing base materials on the 3D Model.


 
Project Review: Greenland 2 Migration: 2025- Key Art Proof of Concept Design III: Sydney Opera House, Years later. Screen Grab in 3DS Max from the main camera viewport in the clay shader.
 
 
 Project Review: Greenland 2 Migration: 2025- Key Art Proof of Concept Design III: Sydney Opera House, Years later. Screen Grab in 3DS Max from a Perspective viewport in the clay shader closer on that destroyed roof.
 
 
 
 
Project Review: Greenland 2 Migration: 2025- Key Art Proof of Concept Design III: Sydney Opera House, Years later. Screen Grab in 3DS Max from a Perspective viewport in the clay shader even closer on that destroyed roof.
 
 

 
Project Review: Greenland 2 Migration: 2025- Key Art Proof of Concept Design III: Sydney Opera House, Years later. Screen Grab in 3DS Max from a Perspective viewport in the clay shader at an up angle on the inside of the roof.
 
 
 
 
Project Review: Greenland 2 Migration: 2025- Key Art Proof of Concept Design III: Sydney Opera House, Years later. Screen Grab in 3DS Max from a Perspective viewport in the clay shader with all the debris inside.
 
 
 
 
Project Review: Greenland 2 Migration: 2025- Key Art Proof of Concept Design III: Sydney Opera House, Years later. Screen Grab in 3DS Max from a Perspective viewport in the clay shader close on the multiple roof clam-shells.



 

 Project Review: Greenland 2 Migration: 2026
Key Art Proof of Concept Designs
 

Client:  STX Films and Thunder Road via Switch Creative Group Inc.
Creative Direction:  Josh Mintz and Marco Orozco.

Project Date:  August 2025.

     In late Summer of 2025, I was called by Josh over at Switch to do some apocalyptic destroyed architecture for the sequel to Greenland. This was an International campaign so Icons from all over the world were tested. I was tasked with the Chrysler Building in NYC, and the Sydney Opera House in Australia. I have worked on and off on a freelance basis for Josh on projects for over a decade now, and today I can post this work I did last Summer. This is a behind the Art post with plenty of screen grabs from 3DS Max for the build out of these scenes. This work was only Proof of Concept, OR A Creative Exploration Outtake, and did not finish. a super fun project none the less.

       I built out the Art Deco masterpiece the Chrysler building twice before in the past, so I was very familiar with the building so I had a good starting point as my model is sold online as well. For this first concept I did the building at the time of destruction from the first film, and then many years later for the sequel. For that one I had it covered in moss, vines, and then Josh painted over with even more branches and aging on his end. These are as delivered renders from my side to him. I broke away windows, bricks and lobbed the top antenna dome off. Even in it's dilapidated destroyed state it is still recognizable.
 
       I also built out the Sydney Opera House in Australia, fully destroyed by the asteroids from the first film as well. This was a whole new build. I looked into the roof system with the poured concrete arches and geometric triangular shaped roof tile designs and built it clean first, then cut out the multiple holes through the layers. This one went right to aged so I re-used the foliage and vines from the Chrysler building work here and repurposed them. I also have a destruction parts library from my decades of 3D Illustration work I save with girders and concrete chunks I merged in and modified to fill in the building. This saves my clients time and cost.

     I am still currently doing freelance as I still 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

Friday, January 30, 2026

Project Review: Silver and Black: Black Cat and Silver Sable 3D Title Treatments January 2018

 
 
Silver and Black: Black Cat and Silver Sable 3D Title Treatments January 2018- The First Final Round Design: Metal over latex/leather with a red backlight accent.

 

 
 
Silver and Black: Black Cat and Silver Sable 3D Title Treatments January 2018- An Ambient Occlusion Dirt 3D Render Pass for advanced GI lighting as well as adding in dark materials into the cracks and intersection. Used in post work to enhance the 3D render.

 

 
 
 Silver and Black: Black Cat and Silver Sable 3D Title Treatments January 2018- A 3D Z-Depth 3D render Pass used for distance based editing[ blurs focus length, de-saturation, fog, etc.. ]

 

 
 
Silver and Black: Black Cat and Silver Sable 3D Title Treatments January 2018- A Color Picker is part of what I call a Smart 3D Image. With the Alpha channel these two additional renders allow the final user to grab by object for fast masking of parts in the 3D render.

 

 
 
Silver and Black: Black Cat and Silver Sable 3D Title Treatments January 2018- Screen Grab with materials and textures in the viewport: This shows the basic materials I build as well as a blurred simple refection sphere for the chrome work.

 

 
 
Silver and Black: Black Cat and Silver Sable 3D Title Treatments January 2018- Camera View Screen Grab in Clay shader showing 3D form and surface.

 

 
 
Silver and Black: Black Cat and Silver Sable 3D Title Treatments January 2018- Camera View Screen Grab in Clay shader showing 3D form and surface: This in the Base Mesh with no subdivision active. You can see all the box light between the letters I used to get very specific reflections on the edges this way.

 

 
 
Silver and Black: Black Cat and Silver Sable 3D Title Treatments January 2018- Screen Grab in Clay shader showing 3D form and surface: Subdivision High Poly final 3D Model at a Lower Angle.


 
 
Silver and Black: Black Cat and Silver Sable 3D Title Treatments January 2018-Screen Grab in Clay shader showing 3D form and surface: A Low Poly view at a lower up angle here shows the holding device on the back of the Center Bevel[ Single Point Bevel] style of hand modeled text in this title.

 

 
 
Silver and Black: Black Cat and Silver Sable 3D Title Treatments January 2018-Screen Grab in Clay shader showing 3D form and surface: This is pulled way back to show the elongated box lights from Cebas Final Render visible in reflections needed to fully wrap the shapes.

 

 
 
Silver and Black: Black Cat and Silver Sable 3D Title Treatments January 2018- The Second Final Round Design: The type was interlocked so I uses a bit of distance as well as multiple stacked plates with a variety on texture. You can see these object in the Behind the Art exploded view with all layers spread out below.
 
 
 
 
 Silver and Black: Black Cat and Silver Sable 3D Title Treatments January 2018- Screen Grab with materials and textures in the viewport: Up top right you can see the custom bump map built for the seams in the Latex/ Leather use in this concept to align with the title design.
 
 
 

  

 
Silver and Black: Black Cat and Silver Sable 3D Title Treatments January 2018- An Ambient Occlusion Dirt 3D Render Pass for advanced GI lighting as well as adding in dark materials into the cracks and intersection. Used in post work to enhance the 3D render.


 
 
Silver and Black: Black Cat and Silver Sable 3D Title Treatments January 2018- A 3D Z-Depth 3D render Pass used for distance based editing[ blurs focus length, de-saturation, fog, etc.. ]


 
 
Silver and Black: Black Cat and Silver Sable 3D Title Treatments January 2018- The Color Picker is part of what I call a Smart 3D Image. With the Alpha channel these two additional renders allow the final user to grab by object for fast masking of parts in the 3D render.


 
 
Silver and Black: Black Cat and Silver Sable 3D Title Treatments January 2018- Screen Grab in Clay shader showing 3D form and surface:
 
 

 
 
Silver and Black: Black Cat and Silver Sable 3D Title Treatments January 2018- Screen Grab in Clay shader showing 3D form and surface: A lower angle shows the various plate levels. Each edge catches light enhancing the final design. This is especially used in MGFX [ Motion Graphics] applications.


 
 
Silver and Black: Black Cat and Silver Sable 3D Title Treatments January 2018- Screen Grab in Clay shader showing 3D form and surface: A side shot of the 3D build.


 
 
Silver and Black: Black Cat and Silver Sable 3D Title Treatments January 2018- Screen Grab in Clay shader showing 3D form and surface: An exploded view showing all the parts of the logo separated out. Each part has a channel, and a different texture.



 
 
Silver and Black: Black Cat and Silver Sable 3D Title Treatments January 2018- Part of the Runner Up Designs-Design A: Here I used a straight stack design with the "and" used as a light source, here in red.


 
 
Silver and Black: Black Cat and Silver Sable 3D Title Treatments January 2018- Part of the Runner Up Designs-Design B: Here I used a horizontal part line pattern on the font on the front main titles with Metal holding device edges.


 
 
Silver and Black: Black Cat and Silver Sable 3D Title Treatments January 2018- Part of the Runner Up Designs-Design C: For the last two the type itself is a hole and used the negative space. I new concept for me on this project. I put the Alpha Channel top Left to show the black hole in "Black" for this design.


Silver and Black: Black Cat and Silver Sable 3D Title Treatments January 2018- Part of the Runner Up Designs-Design D: For the last negative space concept, I put the Alpha Channel top Left to show the black hole in "Silver" for this design.




Project Review: Silver and Black: Black Cat and Silver Sable 

3D Title Treatments January 2018


Client:  Columbia Pictures, Marvel, Sony Pictures via BOND
Project Date:  January 2018.
Direction: Patrick Dillon.


      I was called in by Patrick Dillon at BOND to work on a Comic Book Film adaptation for Marvel Comics Film the Black Cat and Silver Sable characters called: Silver and Black back in January of 2018. The project began in 2009, and it ended in February 2018 and you can read up about it here.

       I was provided a packet with Adobe Illustrator vector files from Patrick and his team to create 3D Logos for. I did research into the history and look of the two characters as well as the history of the logo used in the comics. Black Cat wears a sexy black latex/leather as her tight outfit so some of that look was used by me. Silver Sable was in a metal Chrome like outfit hence the Silver tech design for that name in the title.

      Typically when I begin, I first go through the vectors to equalize them and fix any issues I might find. I also convert any bitmaps supplied into vector files too if I need to build them out in 3D, so I can build off of the vector itself, it becomes the 3D object via extrusion and subdivision.
 
     This work did not make it to finish for the final Key Art as the project was sidelined indefinitely the past 8 years. As always, a majority if what I do done not get uses as many projects are pro production development work, and this is typical in the Film industry.
 
   I have worked on quite a few Comic Book based properties , and as an avid reader and collector I find these gigs very enjoyable. Most of these projects are here on the blog and you can search them out top Left Goggle Search Widget.   NOTE: Some I cannot post.

 
Here is a list if projects I have been on in this genre:
 
X-Men 2, X-Men 3, and X-Men 5.
Wolverine.
Superman Returns, and Man of Steel.
Batman vs. Superman.
Batman Begins, Batman The Dark Knight, and Batman Rise.
Aquaman 1 and 2.
Shazam.
Daredevil.
Avengers Age of Ultron, and Avengers: Infinity Wars Part-1.
Guardians of the Galaxy 2
Underworld.
The Flash.
The Phantom Legacy.
Astro Boy.
Sucker Punch.
Priest.
Fantastic Four Rise of the Silver Surfer.
The Green Hornet.
Judge Dread.
She RA: Princess of Power.
Masters of the Universe.
Doctor Strange.
MIB: The Men in Black- 1 and 2.
Blade: Trinity.
Iron Man 1.
Sin City.
Spider-Man 3, and Spider-Man: Homecoming.
The Watchmen.
300 Rise of an Empire.
DC: The Last Boy on Earth.
DC: Metal Man.
The Crow:
Judge Dredd.
Captain Marvel.
Ghost in the Shell.

Phantom 2040.
The New Adventures of Flash Gordon.



     I have worked remote since 2009. After leaving GM in November 2024. I am full time freelancing as I await the US Job market to pick back up, so big or small I would love to assist you in any 3D visualization work for your projects. My Linked in Profile button on the right column has all my contact details in there along with in my experience section.
 
                                 Cheers, THOM