Showing posts with label Architecture.. Show all posts
Showing posts with label Architecture.. Show all posts

Tuesday, January 13, 2026

Project Review: Hunter Street Season 1- Key Art Graphis Poster Annual 2018 Gold Winner

 
 
 Hunter Street Season 1- Key Art Graphis Poster Annual 2018 Gold Winner- This is the final 3D Illustration render with a few inches of bleed added all around delivered to Cold Open.

 

 
 
Hunter Street Season 1- Key Art Graphis Poster Annual 2018 Gold Winner-  Here is the final finished Key Art as printed.

 

 
 
Hunter Street Season 1- Key Art Graphis Poster Annual 2018 Gold Winner screen grab from the link HERE.

  

 
 
Hunter Street Season 1- Key Art Graphis Poster Annual 2018 Gold Winner- This is the final design zoomed out with a good amount of bleed with the final sketch overlay for reference to my camera match

 

 
 
Hunter Street Season 1- Key Art Graphis Poster Annual 2018 Gold Winner- The second 3D render pass is a Ambient Occlusion / Dirt overlay I provide to the agency to enhance the cracks and intersections while adding a base ambient light on all surfaces.

 

 
 
Hunter Street Season 1- Key Art Graphis Poster Annual 2018 Gold Winner- Also provide the Z-Depth map for distance based post editing for atmosphere like fog, as well as darkening by distance as well.
 

 
 
Hunter Street Season 1- Key Art Graphis Poster Annual 2018 Gold Winner- A Screen Grab with lighting and textures on to see the basic 3D model blocking,scene lights, and textures prior to render.

 
 
 
Hunter Street Season 1- Key Art Graphis Poster Annual 2018 Gold Winner- A Screen Grab from the camera view in a Clay Shader to show the 3D form of the model without lights and textures.

 

 
 
Hunter Street Season 1- Key Art Graphis Poster Annual 2018 Gold Winner- A Screen Grab from the camera view zoomed in rendered out as a Clay Shader.

 

 
 
Hunter Street Season 1- Key Art Graphis Poster Annual 2018 Gold Winner- A Screen Grab of the bookcase with hidden room in the floor/ wall.

 

 
 
Hunter Street Season 1- Key Art Graphis Poster Annual 2018 Gold Winner- A Screen Grab from backed up showing the virtual set wild walls floating to get the view as I needed.


 
 
Hunter Street Season 1- Key Art Graphis Poster Annual 2018 Gold Winner- A Screen Grab with wireframe colors along with the wheeled library ladder with cast iron steps.

 

 
 
Hunter Street Season 1- Key Art Graphis Poster Annual 2018 Gold Winner- This Ambient blocking model was done in January very early on. It has a foreground staircase and bookshelf and was zoomed into the scene much closer at first.

 

 Hunter Street Season 1- Key Art Graphis Poster Annual 2018 Gold Winner- Here is that early 3D Illustration render with the sketch overlaid on my blocking model.



Project Review: Hunter Street Season 1

Key Art 3D Illustration

Graphis Poster Annual Gold Winner 2018

 

Client:  Nickelodeon via Cold Open
Creative Direction: Gardner DeFranceaux

Project Date:  January and September 2016.

     I was brought onto this Nickelodeon project early in 2016 for Hunter Street a new TV Series and created an MC Escher'esque concept 3D Illustration, then 9 months later it finished and I rendered out the final, and then for 2018 after airing delays it won a Gold Place in the Graphis Annual Poster competition, similar to the Key Arts show.  Many thanks go out to Gardner there at Cold Open.
 
      I have gaps as long as a year between an initial concept and getting picked for the final like this project which spanned 9 months that year, and had to go back and re-render the comp at a finish size like this. This job was a really fun project as I am a huge MC. Escher fan, and studied his work extensively starting at CCS in Detroit when I was in college. I used what I learned from his books for many sketches I have done like these from Disney Interactive.

    Another great project I got from Cold Open agency. They have returned to using me through the past on work like this, rare, but so fun when I do get it. Walking up on walls and the multiple perspectives that Escher was made famous for was fun to realize in a vintage hard surface architectural environment along with library parts with rolling ladders and stuffed bookcases and trap doors sure was a fun project to do. To cap it off we won a Gold GRAPHIS Annual award which was great to be a part of realized in 3D from the initial concept sketch done at the agency.
 
    As a Behind the Art post , it shows my initial build as well as the final design geometry in wire-frames, and clay shader showing surfaces and blocked shapes along with the full color pass and additional renders. As usual I delivered the layered Photoshop file to the agency at a very high rez for finishing.

     As a side,I had built the 3D bookcases filled with books a few years prior that I also sell online via the stock model site Turbosquid, this allowed me to set dress the room much quicker and save some costs for the agency as well. You can see that here if you need one for your CGI work. It is all Quad modeled Sub-D for multiple render resolution output.

     I am currently full time doing freelance gigs 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 to go.

                                 Cheers, THOM

Tuesday, December 9, 2025

Project Review: Next Level Chef Las Vegas 2022- 3D Architectural Concept Illustration

 
 
Next Level Chef Las Vegas 3D Architectural Concept Illustrations- The main 3D final render of the full build out as delivered to the client.

 

 
 
Next Level Chef Las Vegas 3D Architectural Concept Illustrations- The smaller test pass with the sketch as an overlay sent to the agency to approve the angle and proportions prior to the full build out. This was a 3 day job, so I lock in angles first to save time and budget.

 

 
 
Next Level Chef Las Vegas 3D Architectural Concept Illustrations- I also rendered the above grid at final 3K render scale and put it in the final PSD as a layer to match perspective to the city behind it and for the placement of Gordon over the building as a grid-guide layer.

 

 
 
Next Level Chef Las Vegas 3D Architectural Concept Illustrations- the Ambient Occlusion / Dirt render pass adds realistic ambient lighting and dirt into the cracks. Here you can clearly see the colored lighting I had on each level as it shows up best on the white primer material used.

 

 
 
Next Level Chef Las Vegas 3D Architectural Concept Illustrations- The Z-Depth render pass gives a 256 level mask that is used for all post effects.
 
 

 
 
Next Level Chef Las Vegas 3D Architectural Concept Illustrations- A textured Screen Grab from the camera view showing the render in frame.

 
 
 
Next Level Chef Las Vegas 3D Architectural Concept Illustrations- A Screen Grab Clay shader surface render from the camera view. I hid the front glass surface here so see thru to the interior design.

 

 
 
Next Level Chef Las Vegas 3D Architectural Concept Illustrations- A close up textured Screen Grab render of the window section of the curved building set.

 

 
 
 Next Level Chef Las Vegas 3D Architectural Concept Illustrations- A close up Screen Grab Clay shader surface render of the window section of the curved building set.

 

  

 
 Next Level Chef Las Vegas 3D Architectural Concept Illustrations- A textured Screen Grab render of the right end of the curved building set.
 

Next Level Chef Las Vegas 3D Architectural Concept Illustrations- A Screen Grab Clay shader surface render of the right end of the curved building set.
 

 
 
Next Level Chef Las Vegas 3D Architectural Concept Illustrations- A Screen Grab Clay shader surface render of the lower basement section of the curved building set.

 

Next Level Chef Las Vegas 3D Architectural Concept Illustrations- A Screen Grab Clay shader surface render of the middle section of the curved building set.

 

 
 
Next Level Chef Las Vegas 3D Architectural Concept Illustrations- Crop in of the 3D final render.

 

Next Level Chef Las Vegas 3D Architectural Concept Illustrations- Crop in of the 3D final render.

 

 Next Level Chef Las Vegas 3D Architectural Concept Illustrations- Here is what I start a project like this with: The main billboard layout. A crop in so the render is full screen and renders quicker. And the reference from the show so I know the set design needs.

 

Project Review: 

Next Level Chef : Las Vegas

3D Architectural Concept Illustration 

 

Client:  FOX Television via Cold Open
Creative Direction: Gardner DeFranceaux

Project Date:  September-October 2022.

     Back in 2022 I was hired for the FOX Television show Next Level Chef. This idea was a proof of concept based on the set design on the show built out as a large curved building set in the dessert outside Las Vegas with Gordon Ramsay as a giant leaning on the architecture. The set is 3 levels tall with the best kitchen on top and the old warehouse kitchen in the basement lowest level. They work their way higher up as they win on the show.

     I love doing freelance for the Cold Open agency, and with my love and background in Architectural and Interior Design work I get to play in that arena again with a gig like this. The set design was established so I needed to copy what was done, just with a much longer set with an added curved building rather than a squared off rectangular set as the show has.
 
     I received set reference as well as the billboard 30-sheet sketch to follow with my build out so I jumped into the work. The lowest level was red brick, wood, and warm lighting with standard white old kitchen  appliances. Mid level was a cool blue lit, all stainless steel kitchen, with blue neon lighting. The Top was bright white tube frame lit, with fine wood, and a very modern designs, clean and simple. I built out the main components found in the reference and rearranged them to be about 3 times the width of the set to get a good long curve building for Gordon to lean on. In the sketch you can see Vegas in the background.
 
    This is a Behind the Art post for those wanting to see the actual geometry in a build, focusing on the set design and set dressing props scattered about the sets.I have built out a good number of Bars, Kitchens, and Food Trucks so I had a good library to pick from. All modeling was Sub-D Quads so I could use the base mesh in some cases as this was a medium to long shot and those details would only be needed for a closer render.

     Thanks go out to Gardner there at Cold Open for bringing me on for these project based roles. Please do take a trip over to the website at the link to see the impressive work they do over there. A great creative powerhouse.

     I am currently 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 of course a Full Time opportunity [ Open to relocation ] would be best. I have worked remote since 2009, so I am ready for your visualization or leadership needs.

                                 Cheers, THOM

Monday, October 27, 2025

Project Review 3D Key Art Illustrations Proof of Concept for Total Recall August 2012 PART II Power Extraction Tower

 

 
 
 3D Key Art Illustrations for Proof of Concept for Total Recall 2012 PART II Power Extractor Tower- The final Comp Proof rendered out with Photoshop post using the added render passes.

 

 
 
3D Key Art Illustrations for Proof of Concept for Total Recall 2012 PART II Power Extractor Tower- An ambient / Dirt render pass used in post to add form and details to surfaces as well as intersections in geometry. It is a lighting pass and a geometry based dirt render in one. This pass is great for darkening overlays for all the little part lines in the concrete. really adds realism.

 

 
 
 3D Key Art Illustrations for Proof of Concept for Total Recall 2012 PART II Power Extractor Tower- a Z-Depth pass is standard as a render pass in Cebas Final Render, and I use this for near every render I do as time permits.

 

 
 
3D Key Art Illustrations for Proof of Concept for Total Recall 2012 PART II Power Extractor Tower- A Screen-Grab Behind the Art showcasing the wireframe from the Camera view with a clay shader showing form not textured or final colors used.

 

3D Key Art Illustrations for Proof of Concept for Total Recall 2012 PART II Power Extractor Tower- My Client provided the sketch on the right I used to start the project, and a small final proof of concept layout comp as delivered on the Left.


 
 
3D Key Art Illustrations for Proof of Concept for Total Recall 2012 PART II Power Extractor Tower-A Screen-Grab Behind the Art showcasing the wireframe closer up and elevated above the ground plane with a clay shader showing form not textured or final colors used.



 
 
3D Key Art Illustrations for Proof of Concept for Total Recall 2012 PART II Power Extractor Tower-A Screen-Grab Behind the Art showcasing the wireframe at a bird's eye view looking down with a clay shader showing form not textured or final colors used.


 
3D Key Art Illustrations for Proof of Concept for Total Recall 2012 PART II Power Extractor Tower-A Screen-Grab Behind the Art showcasing the wireframe even higher up on the tower.
 

 
 
3D Key Art Illustrations for Proof of Concept for Total Recall 2012 PART II Power Extractor Tower-A Screen-Grab Behind the Art showcasing how spread out and sometime floating assets are. I learned this in live action commercials early on with a locked camera you can fake a city as those gaps are never seen in frame.

 
Project Review
 3D Key Art Illustrations Proof of Concept
for Total Recall August 2012 
PART II
Power Extraction Tower

 

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

Project Date:  August 2012.

     This is my second post with another Proof of Concept piece that I did for the Cold Open Agency for the reboot of Total Recall back from August 2012. A Proof of Concept is pure concept design that helps sell an idea. This is what this design phase is for.

    I did get some screen captures of the Power Extraction Tower as Pre-Viz blocking models as the CGI for the film had no finished renders. Sometime we get the 3D models but here a screen-grab image was more than enough to block out this concept and move forward with the days work. This concept was directly for the VP Executive of Creative Gardner.
 
      As a student of architecture I have a shape language and proportion understanding when I do work like this. I have done built environments for real work situations, as well as for Sci-Fi in TV Animation as I did for  Phantom 2040.
       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. This was a longer shot very low to the ground a "Worms Eye " view looking up. There were a few older structures as well with the new future city as a build over with massive new futuristic structures overpowering the older gothic structures.

      The challenge in Key Art 3D illustration work is budget and time constraints. All projects have these, however the time factor is usually one day to get a finial image so the Creative Director has time to add in the talent and titles. This was no exception. I had one day, so around 10 hours to build and design, light texture and render at a 2500 pixel wide larger comp size. That means  you need to work very fast.
      Here rule #5 in the Etiquette of the Art Critique apply here. Having a week or month on a 3D Illustration like this would produce a much richer design.
      Rule five is: 5. Always keep in mind the time frame the artwork was done in so you are not criticizing a one day project with the standards of a month long one.

      This is the second of five 5 total posts I will be sharing on Total Recall, so do visit again to see those proof of concept pieces. 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

Friday, May 16, 2025

Project Review: Warner Brothers Back-lot full 3D opening 3D Build out for new Feature Film Opening Part I

  An large image of the Iconic water tower on the back-lot in Burbank. This is a test surface render in ambient with 2 levels of subdivision added to it.

 

An multi image of the Iconic water tower showing the base quad mesh, subdivided, basic mapping, and rendered out for surface testing.

An large image of one of the biggest and oldest stages This is also a test surface render in ambient with 2 levels of subdivision added to it.

 

 A typical Browstone street facase build out image I would send over to Deva to show progress and complexity so that I could continue. 



3D Build out for new Feature Film Opening
PART I


Client:  Warner Brothers Studio via Deva Studios
Project Date:  March to October on and off in 2020.


     I was called in by John Busenberg to build out the architecture and streets for the entire Warner back-lot in Burbank California for a new full 3D update to the long used classic opening with the picture reflecting the back-lot taken by Mary Pickford back in the 20's over the Gold shield. This was a real honor for me to be able to get this work, and I am grateful for the chance I had.

    This was during the start of Covid-19 in 2020, so Deva had to fly a drone to get some details as the lot was not accessible. I heavily used Google Earth and Street-view of the back-lot and screen captured hundreds of shots for accuracy.

     I started with a blocked very low poly full back-lot build based on the WB PDF file they have as a map to be sure it was as accurate as possible. I was also given the Pre-Viz animatics so I knew how close we get it the camera moves, and what was to be highlighted in this new vision of the opening.
 
    John graciously allowed me to post a few of the featured 3D models I created for them. I have been doing 3D CGI for 30 years now, and these were all built in Autodesk's 3DS Max as Quads with Sub-D [ Mesh-smooth] applied so that they would have a longer shelf life so that they could do better close ups with Higher resolution, and still use the base low-Poly models for a faster pipeline.

     In this post I focus on a few areas, starting with the Iconic Water Tower on the lot. This also became a "Hero" focus of attention in this concept. I had such a fun time building this. I see the 3D model itself, with surface and form being the place where you must put a huge amount of effort in as this is what makes lighting and textures work the best. I was counting rivets in the fly by to get as accurate as possible. Every chain link and every panel.

     Next I have one of the Largest Stages found on the lot, and this was also such a fun build. The wood slats in the huge stage doors, to the water diverters on the exterior walls to counting steps on the stairs to make it right. Little details in the roof with 3D roofing sections will always show well with 3D lighting and Motion, something bump maps tend to fail with unwanted artifacts.

    And I wrap it up this post for the brownstone street facades, which is the oldest part of the lot and used in hundreds of films and Television shows, I am sharing the facade build for a few of the 9 buildings.

     I have worked remote since 2009, so I was well prepared as we all went this way for a few years during Covid. I hope to get approved to post additional areas in the future so stay tuned. 

                                 Cheers, THOM

 

Monday, February 3, 2020

3D Prop Illustration: Props built for 3D Illustrations, Book Covers,and Theatrical Key Art and Advertisement.

 Sample Sheet of 3D illustrations of Props

NOTE: Blogger reduces Image size:
 Larger Size is here


3D Prop Illustration
Props built for 3D Illustrations, Book Covers,and Theatrical Key Art and Advertisement.

         Props and objects, or Products are the third area of design in 3D that I do a lot of work for. 3D Logos, and 3D Architectural spaces both interior and exterior are the other two areas I have covered before on my blog. Architectural spaces are filled with props and furniture , and beginning my career in Set Design, I worked next to Set Dressers and Prop Masters and really learned to see the vital importance of this craft in adding to an overall scene. Today's post covers a smaller sample of the range of props I have been called to build out over the years for a variety of clients.

       As a 3D Designer I am fully trained first in 2D design, and then trained in 3D after that. Good 2D principals of Design Proportions , Value Contrast , Staging , Lighting , and Eye Travel all will affect a design in 3D space . However, once the third dimension is added everything changes and gets exponentially more complicated. Tangents for example,  that do not appear in 2D will become a challenge in 3D since we can move around a design now and these will naturally come up, so spacial solutions are required to properly design something in 3D from the start.

       My prop design work began prior to utilizing 3D CGI for my clients back as a  traditional sketch artist from the start of my career. I had to design props for the commercials I worked on, as well as in Television Animation. I designed hundreds of props for The Phantom 2040 on ABC, all themed out for future time periods , as well as retro time periods for the series as Art Director. I also did a few seasons as Chief Prop Designer on HBO's Happily Ever After Series, so I have been designing out "smalls" for a while, and naturally do the same in 3D. 

      I have built 3D Props from just a photo or sketch  , or remake a 3D version of an  existing props like I did for Dreamcatcher. I especially love building custom one off props from films, as well as designing out props from scratch with no existing design. This is where Industrial Design training kicks in. Also a a longtime Thematic Designer, I am trained to extract the solution based on prop use,  features, and how close we will get to the 3D Prop, and it must fit the theme of the design it lives in.

I have well over 150 images in the sample above, you will see a good range of what I have been called to illustrate in 3D.

If  you have a need for a 3D Product or Prop, as a 3D Illustration or a 3D Model or a 3D Logo or 3D Architectural Rendering, contact me for a quote today. I am open to small gig's as well as retainers of Full-Time work. Prices are very reasonable!

I do sell pre-built 3D Models online here.
I built 3D Models while 3D Design Director at The Cimarron Group , and they are still for sale here.


                                        Cheers, THOM

Monday, March 12, 2018

3D Architerctural Renderings of Exteriors Modeling and/or Design by Thom Schillinger 3D Conceptual


3D Architectural Renderings of Exteriors: Modeling and/or Design by Thom Schillinger 3D Conceptual Designer[ Full Size 8K Ultra-HD Image HERE]
3D Exterior Modeling and Architectural Design Rendering

I a second posting covering Architectural Visualization today I am covering exterior design work. [PART I here on Interiors] I have always had a love for Architecture both Interior and Exterior Design, so getting to jump into this right out of College was a great area to hone these skills.

I eventually started doing Theme Park design as a Show Designer on both interior and exterior concepts, this furthered my contact with great Architects and Designers building themed entertainment venues.

During the Dot.Com boom in late 1999, I moved over to create virtual architecture for the Launch.com Launch City full design revision, this allowed me to fully use the past experience to create virtual environments to green-screen in live band performances for the DR CD ROM Magazine industry, though short lived as that industry was.

As I moved into Theatrical Entertainment doing Key Art for Movie Posters, this virtual exterior set work continues to this day to be a large part of what I do on a regular basis. I will typically recreate a set piece from a film at a very specific angle for a one sheet, and this allows the client to have a pre-masked smart 3D asset, with total control for editing after the photo shoot is done. A virtual set is never taken down, so I can re-access it and adjust for new renders in the future.

If you have a need for traditional Architectural rendering, Interior or Exterior, or themed work, please contact me for a bid.


PART I on Interiors is HERE.

                                                   Cheers, THOM

NOTE: Blogger is limiting Image size in these posts, A full size can be seen here.

Friday, December 15, 2017

http://thommyboy.cgsociety.org/art/furniture-3ds-max-architectural-final-arch-viz-render-quads-3d-models-visualization-interior-design-part-4-sofas-lounges-settees-17695971

 
 A Sampling of my Couches Lounges and Settees I have made. [ Full SIZE Image]

3D Models
for Architectural Visualization
and Interior Design
Part 4 Sofas, Lounges, and Settees

Today I am posting the fourth installment for the Architectural Visualization work I do in building virtual Furnishing for my Arch-Viz clients, and today I am focused on Sofas, Lounges, and Settees.

My library is near 1000 models just for architectural visualization, and I have built dozens of Sofas, Lounges, and Settees for various clients from fully rendered scenes for Arch-Viz, and simply providing 3D assets for Architects.

Much of what you see in the above sample image shows that I have done extensive Mid Century Modern work, as well are Arts and Crafts furnishing. 

If these are done for 3D Modeling delivery, I  always deliver these assets as Quad Subdivision models ready to drop into the scenes with mapping and test rendered in a ambient material to check the surfaces for flaws prior to delivery. I can send them as 3DSmax files, OBJ and FBX exports for my various clients in 3DSmax, Maya, and C4D. As sub-D models they are fast to work with until render time as that can be activated and applied at the end of production, to achieve the high resolution needed from the low rez Pre-Viz to very detailed for close ups and all Catalog work.

I also use these for walk through animations for Architectural work and stills.

If you are doing an Architectural Visualization or walk through and need a custom furniture made, please contact me for an  estimate from one small 1 Hour piece to an entire collection.

PART I on Furniture-Chairs is Here.
PART II: Lighting and Electrical is Here.
PART III Tables, Cabinets is Here.

NOTE: Blogger reduces the Image size for FULL SIZE click here to view it over on CG Society in my smaller Portfolio.

                                                                          Cheers, THOM

Friday, November 17, 2017

3D Design for Environmental Graphics: Neon Signs, Marquees, Chasing Bulb, and Signage.

A sampling of the 3D Neon, Marquees and Bulb Chasing Designs I have done.[Full Size Here]

3D Design for Environmental Graphics:
Neon Signs, Marquees, Chasing Bulb, and Signage.


I have done thousands of 3D Logos for many applications from Film Posters and trailers, to designing signs for businesses and themed attractions. Today I want to highlight the ample use of Environmental Graphics as a 3D Designer, and the popularity of Neon.

I love old neon signs, the more aged the better, There is a great demand in environment design to create outdoor signage that works in themed applications from Themed Restaurants and Retail, to Them Parks. This work spills over into my bread and butter of doing 3D graphics for Entertainment, with building out a 3D signs or Marquees as a film logo itself.

Earlier this month I was part of a Silver winner for a Clio for the Standee for Guardians of the Galaxy Volume 2, and even though the film logo itself was a block type design, they went with pink neon for the standee.

I love building virtual Neon, I have dozens of examples of them, and I have a large set of parts to work with from clips and hardware that support the tubes, to the rivets and small insulators, down to all materials dialed in for them.

Marquees with the chasing light bulbs exposed on edges and as holding devices also are a staple in my 3D Design work. I love the look and have built out simple spherical balls for lights down to a full detailed light bulb with filament inside, a nipple bulb glass with the base insulator with mounting hardware.

Most of these images have posts in my blog here covering them in detail, so search them out using the Goggle widget search on the TOP LEFT of the menu.

If you need a bid for a Neon Sign Logo Design, contact me.




Blogger reduces the size of the image for full size go here on CG Society.

                      Cheers, THOM