Showing posts with label Marketing. Show all posts
Showing posts with label Marketing. Show all posts

Friday, November 28, 2025

Project Review: The Nutcracker and the Four Realms: Key Art Proof of Concept Title Treatments December 2016

 
 
The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- First Title was a nice ornate Old German Font made with glass with a very thin internal filament like a vintage light bulb. Neon was too contemporary for the design but this is a tribute to that look.

 

 
 
 The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- A Clay Shader Screen grab highlighting the geometry. This is the camera viewport with the main extruded type with a micro bevel.

 

 
 
 The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- A Material Shader Screen grab shows the internal modeled filament inside the box extrusion font.



 
 
The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- A Material Shader Screen grab front view shows the internal modeled filament inside the box extrusion font.

 
 
 
The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- I loved this design as I got to add in blowing snow dust around the font. A translucent ice material for the type with whimsical snow dancing around the title.

 

 
 
The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- An extra render pass as a Z-Depth mask to give the Creative team distance based masking with my delivery.



 
 
 The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- The Screen Grab viewport shaded from Camera shows the individual lights I used to light the Key Art. If you look closely you can see the snow particles I placed around this title.

 

 
 
The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- A Clay Shader Screen grab highlighting the geometry. A Camera viewport.

 

 
 
 The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- A Clay Shader Screen grab highlighting the geometry. Here you can see the tiny snow flying around the font from the Bird's Eye view.

 

 
 
The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- A standard Gold Single Point Center Bevel is always wanted for most fancy font styles like this. Here I did a negative bevel that bend inward with a thin sharp knife edge center profile.

 

 
 
The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- A Clay Shader Screen grab highlighting the geometry. The Sub-D divided final mesh with enough divisions added to smooth out those longer curves.

 

 
 
 The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- A Clay Shader Screen grab highlighting the geometry. The base mesh I hand built for the title without subdivision added. This file is lean for animation work in MGFX.

 

 
 
The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments-An extra render pass as a Z-Depth mask to give the team distance based masking masks ready to go.

 

 
 
The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- A Clay Shader Screen grab highlighting the geometry. At this more extreme angle you can see the thin bevel edge well in low poly base form.

 

 
 
The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- A Clay Shader Screen grab highlighting the geometry. The High Poly count file ready for renders.


  

 The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- A Clay Shader Screen grab highlighting the geometry. Looking down the depth of the font is clearly visible. Enough extruded surface for camera moves thru the file. Low Poly seen here.

 

 
 
 The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- A Clay Shader Screen grab highlighting the geometry. High Ploy mesh smoothed geometry.
 
 
 
 
 
 The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- I liked the font as it had nice "thorns' so to speak sticking out from the horizontal sections ans the ornate swirls as well. This was a clean metal version.
 
 
 
 
 
 The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments-An extra render pass as an Ambient Occlusion/ Dirt render pass to add realist lighting as well as aging in the intersections in the geometry. You can see the dirt collects in the tighter curved areas.
 
 
 
 
The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- A rougher metal texture with procedural pitting as well as some mapped distress and cracks. This has a reflection with some  warmth in the cold metal. I added wrapped vines around sections of the title in this alternate design using that last design as a base model.


 
 
The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments-An extra render pass as an Ambient Occlusion/ Dirt render pass to add realist lighting as well as aging in the intersections in the geometry.



 
The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- This version went warm in colors with a Gold and Black texture set, and it was reminiscent of a Postcard look with a extrusion to the side.
 
 

 
 The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments-An extra render pass as a Z-Depth mask.
 
 
 
 
The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- An extra render pass as an Ambient Occlusion/ Dirt render pass to add realist lighting as well as aging in the intersections in the geometry.
 
 
 
 
 The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- For this design I also used a distressed metal and the font was wavy and bumpy with a melted metal feel to it. Hand built not machined in appearance was the goal.



 
The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- Here I applied an Ice texture to the above file as an alternate design. Nutcracker is a Holiday Winter film so there were a few with the cold materials in the design.


 
 
 The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments-An extra render pass as a Z-Depth mask to give the Creative team distance based masking.
 
 
 
 
The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- An extra render pass as an Ambient Occlusion/ Dirt render pass to add realist lighting as well as aging.
 
 
 
 
 The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- This crest design was the larges render of the bunch with hand built swans and crest elements based on scrap reference given to me from the team. Hand built scales and the parts were all very fun to work on.
 
 
 
 
The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments- An extra render pass as an Ambient Occlusion/ Dirt render pass to add realist lighting as well as aging in the intersections in the geometry. The center crest in the middle was built as separate objects that I boolean the parts into one object to give it a cast metal look with rounded edges more appropriate for the time period.
 
 
 

The Nutcracker and the Four Realms Key Art Proof of Concept Title Treatments-The extra render pass as a Z-Depth mask to give the Creative team distance based masking.

 

Project Review

The Nutcracker and the Four Realms

Key Art Proof of Concept Title Treatments

 December 2016 

 

Client:  Walt Disney Pictures via Cold Open
Creative Direction: Gardner DeFranceaux

Project Date:  December 2016.

     Back in the Winter of 2016 I was hired for the Disney Holiday Film The Nutcracker and the Four Realms. This project was very early in production as the film was released 2 years later in 2018. I worked on the Key Art 3D Logos for a few weeks developing a variety of title treatments. These were proof of concept, so they did not make it to the end and finish.

     I love doing freelance for the Cold Open agency, and as usual I get really fun 3D Logo concepts from the team there, and this production was no different. I do many 3D Logos, and I definitely enjoy fancy ones. I worked with a team and was provided about 10-12 vector files to build out in 3D as dimensional.
 
     I was given a lot of room on this gig to created a few distinct looks. This is the stage in the design whey we can explore concepts to get a feel for what the director of the film wants to see to represent the work. 
 
     I did a wide variety with extruded logos, beveled logos, ones with vines growing around them, some light up vintage Victorian bulb filament styles as well. A range of finished metals, and even one with snow flying around the icy frozen wonderland text. A really fun project!
 
    This is a larger than normal post as I took a larger number of screen grabs in a flat Clay Shader to show the sculpture forms I made for the ornate title treatments. A Behind the Art post is for those wanting to see the actual geometry in a build, focusing on on the font builds with base mesh builds and polygon subdivision mesh smoothed finals. A Disney feature film title usually is animated, so using 3D with a lot of surface and details work well for any Motion Graphics [ MGFX ] use.

     Many 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 site at the link to see the impressive work they do! 

     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.

                                 Cheers, THOM

 

Monday, April 17, 2017

Project Review: The Cimarron Group-3D-Department Promotional Screens 2008


I did the animated splash screen for the Portrait-Promotional in-house HD monitors, that was re-purposed to the AV department for all our outgoing AV work.

 From selling generic 3D Models online, to iconic architecture for film, I also did 3D Architectural Visualizations, here Countrywide was highlighted.

 As a Graduate from Art Centers Transportation Design program, building 3D cars is a large part of what I did at The Cimarron Group.

 As an avid VW fan, building a 3D Herbie was a dream job. This asset was used in print and AV for the film Advertising campaign.

 3D-Logos are my 'bread-n-butter', so I created a screen to showcase some then current Images.

 I did a lot of 3D-Illustration work for the Film, Night at the Museum, this was a Project Specific Image I made for In-House Promotion.

 For our in-house Home-Entertainment Division, I did 3D-Illustration work for packaging various Star Wars Properties.

 A Project Specific Poster highlighting some of the 3D Design work I did for Superman Returns[ 2007].

Here is a Project Specific Promotional Image for the X-Men 3 Work I did.




Project Review
The Cimarron Group
3D-Department Promotional Screens 2008

Client: The Cimarron Group.
Art Direction: Thom Schillinger.
Project Date:Summer 2008.



In November 2003,I set up the 3D Design Department, in-house at The Cimarron Group, and provided 3D -Design, 3D-Illustration, and 3D-Animation services to the existing other 11 departments in-house at the Agency, and each department was asked to create some promotional images for the various HD monitors located throughout the company.

Each department was tasked with providing a set of images to display on the HD monitors that were rotated to portrait format, to emulate one of our main products,One-Sheets. My 3D Department was asked to provide specific work that the Owner wanted to showcase.

These Images provided our guests with a quick 'sketch' of what we offered via the 3D Design Department at The Cimarron Group.

Cheers, THOM

Thursday, April 4, 2013

Project Review: 'Certirad' 3D Illustrations for Print Advertising 2009.

The final 3D Illustration I created for Rhythm and Hues back in 2009 for a new medication called Certriad.



The first pass on the building blocks 3D Conceptual Illustration I created.



For the final we flipped the camera around in 3D space, and added a lot more of the secondary blue color that were the specified ones for the project.


The first pass F1 layout was from the back, and we eventually flipped it around.




Here is the final render with 2D post work over the 3D render. We added another step in the transition so I built a third F1 morph car to complete the job.

Project Review
Certirad 3D Illustrations for Print Advertising 2009.

Client: Astra Zeneca and Abbot via Rhythm and Hues.
Art Director: Marta Knudsen.
Project Date: Dec 2009.

Today I am posting some conceptual 3D Illustrations that I did in December 2009 for Rhythm and Hues for a possible new drug called Certriad. I always loved R-n-H jobs, as they allowed me to actually design quite a bit in the process, and with this job it was three concepts to create.

The basic concept was a hand pushing a small child's toy in stages morphs into an actual fully detailed 3D illustration. I started with the toy train to a high speed one, and once we were well enough on that, I moved to the "Lego" concept with little block building morphing over to a full modern skyscraper. The last and most fun one was the F1 race car from a push toy concept.

I built out the 3D models in the various stages and composed the shots first to get approval to go ahead. I then tweaked and painted quite a bit in post work in PhotoShop to complete the advertisements, which were a two page wide format spread.

A fun project that unfortunately was cancelled due to the company stopping the move ahead with the new drug. Sadly Rhythm and Hues filed for bankruptcy a few months back so I will miss these great concept 3D Illustration jobs from them.

If you want to see added Rhythm and Hues work I have done, you can click here.


Cheers, THOM

Tuesday, December 7, 2010

Project Review: The Jim Rome Show

A Golden Metal 3D logo done for Art Director Zack Ris.

A negative space blocked logo for Art Director Zack Ris.

A brass and brushed Aluminum version of a 3D Logo for Art Director Zack Ris.


A Metal Text Logo back-lit done for Art Director Zack Ris.


An Iconic Logo with a holding devise done for Art Director Scott Painter.


A sharp version of what eventually finished done for Logo Designer Luis Sola.

A block 3D Logo done for Luis Sola as well.


The "Ben Hur" big blocked Monolith version done for Art Director Jeff Barnett.


A "folded" block logo done for Art Director Jeff Barnett as well.


A nice molded into one 3D logo done for Art Director Jeff Barnett.


A 3D punched out Metal negative space Logo done for Art Director Jeff Barnett.

An alternate on the above logo with a Positive ID and negative font in a holding box.

A simple ID Logo done for Art Director Zack Ris.

The finished Logo ended up being 2D so I did some merchandise like the mug you see here.

A Key-Fob with the finished Logo sans the paint swirl.


3D Logos and Marketing Promos for the The Jim Rome Show

Client: The Jim Rome Show via BLT and Associates.
Art Director(s): Jeff Barnett, Scott Painter, Luis Sola, and Zack Ris.
Project Date: Fall 2003

While running a small two man team 3D team at BLT in 2003 I did a series of "Big Metal logos" for the Jim Rome show. We ended up using a full 2D brush painted look so the 3D was not used ,but I did get to put the finished Logo on a few items. A fun standard 3D logo explore with about 1 day of work represented.

Cheers, THOM