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

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