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

Tuesday, November 4, 2025

Project Review: Key Art 3D Logo Title Treatment Proof of Concept and Finish for Shazam

 
 
 Key Art 3D Logo Finish for Shazam- Here is the final finished 3D delivery to the agency. They did a lot of post adjustments using the Color picker selection layer I provided below. They turned the lightning bolt frame gold using the chrome pass below as well.

 

 
 
Key Art 3D Logo Finish for Shazam- Here is the Ambient / Dirt 3D Render pass provided for post effects for more realistic non direct lighting of the surfaces, as well as adding in darkness into the cracks and crevasse for more rich color appearance and lighting enhancements.

 

 
 



Key Art 3D Logo Finish for Shazam- Here is a color picker Layer both by object and by sub-object faces so I could grab the mini bevels on the logo. Even a simple blocked logo can have extra little areas to catch the glints of light like this.


 
 
Key Art 3D Logo Finish for Shazam- Here is a Screen Grab Clay textured frame from the Camera viewport showing the lights on each letter to dial it in just right.
 
 
 
Key Art 3D Logo Finish for Shazam- Here is a screen grab with the material Editor open as well as the sample material ball with the procedural "Crust" I used to create the Lava Lighting bolt texture. 


 
Key Art 3D Logo Finish for Shazam- Here are the edges I hand beveled after the first pass blocking model was done and good proportionally with the client.

 
 
Key Art 3D Logo Finish for Shazam- Here in this Clay Shader Screen Grab you can see the slight bend I did to the logo to roll it around the lightning Bolt Icon a bit. This is something I learned when I did the Superman Shield for Superman Returns in 2006 to emulate the shield rolling over a barrel chest. I repeated that look here.
 
 
 
Key Art 3D Logo Finish for Shazam- Here I backed up farther to show the spot lights in this Screen Grab.
 
 
 
 
Key Art 3D Logo Finish for Shazam- Here is a higher Bird's Eye screen grab showing the distance I moved the text out from the Icon.
 



Key Art 3D Logo Finish for Shazam- Here is a near top down on the title the background sphere does not render but is seen in the refection.


 

Key Art 3D Logo Finish for Shazam- Here is the last Screen Grab showing the Cebas- Final Render Rectangular Lights I used top and bottom with render in render pass turned on so they show up in the edges. I love these box lights they are a go to light I use all the time. 
 
 
 
 
 Key Art 3D Logo Finish for Shazam- Here is my personal favorite not finished Proof of Concept. This one is much darker and has that Lava texture with a volumetric light coming out as well. Nearly black faces but they are actually a dark Candy Red as seen in the upper material editor image. I also used a chrome render pass overlay from below.
 
 
 
 Key Art 3D Logo Finish for Shazam- Here I added a ribbed texture to the Bolt.I also did softer raised bevels with materials consistent with Black Carbon Fiber and a woven red to match the suit on the edges. A softer 3D Logo alternate.
 

 
Key Art 3D Logo Finish for Shazam- Here is the Chrome pass I rendered out to layer over the full color pass I did. I hotter top light was used on this one.



Key Art 3D Logo Finish for Shazam- Finished Teaser.


 
 
Key Art 3D Logo Finish for Shazam- Finished Payoff from Cold Open.
 
 
Project Review
 Key Art 3D Logo Title Treatment Proof of Concept and Finish for Shazam
 

Client:  Warner Bros. Pictures via Cold Open
Creative Direction: Gardner DeFranceaux

Project Date:  January 2018.

     Back in the Winter of 2018 I was hired freelance to make 3D versions of the title treatment for the new superhero film from DC Shazam.Today I am posting both Proof of Concept work, as well as final finished 3D Titles used for the marketing and all advertising for the film.

     The main Key Art Title 2D illustrator vector file was already locked in mostly when I came aboard and they wanted me to do a 3D version of the title for the teaser as well as the final finished posters and key Art for the film.  I had actually done logos for this property directly for DC comics years prior and as a kid I did read the comics so I was ready to go.

    I again have some Behind the Art here as I took screen grabs in a flat Clay Shader to show the logo forms. I did an extra mini edge bevels to catch highlights on the blocked letters. I also gave a Color Picker layer so the Creative team could easily grab those edges with a mask to add shire as well. The Lava material inside the Proof of Concept was my favorite version as it was also very dark red , nearly black in areas. I used Dark Tree to build out the procedural lit texture with a volumetric light aimed at camera.

     Many thanks go out to Gardner there at Cold Open for allowing me to post these fun projects over the last decade. A quick 3-4 day project and a fast turn around as most Theatrical Advertising is.

     I am 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

Tuesday, October 14, 2025

Project Review: 3D Key Art Illustrations "Proof of Concept" for Horror Film Hell Fest April 2018

 

 
3D Key Art Illustrations for Proof of Concept for Horror Film Hell Fest 2018- This is the first of two Skull 3D Illustration sculptures I did as Concept art for the Key Art. This low 3D Camera angle with red light on the dark metal set the tone for the project.
 
 
 
 
3D Key Art Illustrations for Proof of Concept for Horror Film Hell Fest 2018-  The Ambient / Dirt 3D Render pass from Cebas Final Render is always helpful to tune in the RAW 3D Color Pass render in Photoshop for Print work or in After Effects for MGFX.
 
 
 
3D Key Art Illustrations for Proof of Concept for Horror Film Hell Fest 2018- A standard Alpha Channel makes cutting out the render take seconds saving so much time over either photography or AI generated images.
 


 
 
3D Key Art Illustrations for Proof of Concept for Horror Film Hell Fest 2018- This Screen Grab Clay shader shows surface form with no textures so showcase the build itself. This is the Base Mesh in a Quad build, without Sub-D added to enhance the geometry yet. This is what is used by Animators to set up their work. 
 
 
 
 3D Key Art Illustrations for Proof of Concept for Horror Film Hell Fest 2018-This Screen Grab Clay shader shows surface with Subdivision added at 2 Levels so it is 8 times the mesh density. A longer render but for Key Art finishing this allows for very smooth surfaces and curves which this has plenty of.
 
 
 
 3D Key Art Illustrations for Proof of Concept for Horror Film Hell Fest 2018-This Screen Grab Clay shader shows the build with the camera pulled back and to the left showing the jawbone and cheek form not visible as much from the straight on shot.
 
 
 
 3D Key Art Illustrations for Proof of Concept for Horror Film Hell Fest 2018-This Screen Grab Clay shader is rotated and further to that left cheek side from camera. Here you see the absence of geometry for the back of the skull that I left out of this build. More like a mask.
 
 
 
 3D Key Art Illustrations for Proof of Concept for Horror Film Hell Fest 2018-This Screen Grab Clay shader close up of the teeth area shows the Base Mesh in the Quad build.
 
 
 
3D Key Art Illustrations for Proof of Concept for Horror Film Hell Fest 2018-This Screen Grab Clay shader close up of the teeth area shows the Subdivided Mesh final for renders.
 
 
 
 3D Key Art Illustrations for Proof of Concept for Horror Film Hell Fest 2018-This is the second of two Skull 3D Illustration sculptures I did as Concept art for the Key Art. This concept has a very different design in the center of the forehead with deep swirl spirals going back in 3D Space as well as I tilted down the Skull itself so it had a more menacing look as he is looking at us from the deep sockets under the eyebrow area.
 
 
 
 3D Key Art Illustrations for Proof of Concept for Horror Film Hell Fest 2018- The Ambient / Dirt 3D Render pass from Cebas Final Render shows the colored lighting on the material. this enhances the red lighting as I overlay it as well as the Ambient GI lighting and dirt in the cracks and crevices.
 
 
 
 3D Key Art Illustrations for Proof of Concept for Horror Film Hell Fest 2018-standard Alpha Channel makes cutting out the render take seconds. It also shows the negative space. This also works as a great mask for any painting work in post too.
 
 

3D Key Art Illustrations for Proof of Concept for Horror Film Hell Fest 2018-Z-Depth mask,

 
 
3D Key Art Illustrations for Proof of Concept for Horror Film Hell Fest 2018-This Screen Grab Clay shader is close up in the forehead variation in this second design. I really liked the Razor wire modification to the swirls in there, they felt a little like roses which for a horror concept was different. You see roses and skulls together in a lot of Art from the 60's maybe I was paying homage to The Grateful Dead here
 

3D Key Art Illustrations for Proof of Concept for Horror Film Hell Fest 2018-This Screen Grab Clay shader from the side of the Skull sculpture I did for Proof of Concept Art.
 
 
 
3D Key Art Illustrations for Proof of Concept for Horror Film Hell Fest 2018-This Screen Grab Clay shader shows surface form with no textures. This is with Sub-D added to enhance the geometry.  

 
 
Project Review
 3D Key Art Illustrations for Proof of Concept
for Horror Film Hell Fest April 2018 
 

Client:  CBS Films via Cold Open
Creative Direction: Gardner DeFranceaux

Project Date:  April 2018.

     Today I am posting some really fun Proof of Concept work I did for Gardner at the Cold Open Agency out in So Cal for a Theme Park Horror film Hell Fest. This was all Proof of Concept work that did not make it into the final round, nonetheless it was super fun to do Blue Sky concept work to stretch my wings. This post is also a Behind the Art post with Z-Depth masks, Ambient/ Dirt Shader passes, and wireframe screen grabs showing the build out itself, both with and without subdivision as this is a Poly Sub-D Quad build-out.

     I have posted work I have done for the past 16 years for the Cold Open agency, and I always get really fun 3D illustrations and 3D Logo concepts from the fantastic team there. Hell Fest was no different. This was described to me to use roller coaster theme park parts and razor wire to create a skull icon for the Key Art. How cool is that as a concept design to do. As a 3D Conceptual Designer these kind of jobs don't come around very often, so when they do I am all in! I have done a few skull themed Key Art work as seen at this link here.
 
     As a Disney Imagineer I had to sketch and build 3D roller coaster parts quite a few times over the years, so I built on my prior understanding going into this project as I was able to use that knowledge to quickly built out these parts. I built them all as 3D Quad Subdivision models so that I could bend them without any distortion or segmenting once I mesh-smoothed the geometry at the final rendering stage. Also this allowed a lower resolution model to be used for Motion Graphics pieces with a much more manageable polygon count to make life much easier for the MGFX 3D Animators.
 
     The second main component I made in this build was the razor wire. I did some as coils, and others bent forms as I made a set at various lengths that and layered back in 3D space as seen especially in the eye sockets to get them darker like deep tunnels.You will see two variations on the top of the Skull in each design as well as different tilting of the skull. The more evil tipped forehead and the lower camera angle with the mouth open wide shot.

    I took a number of screen grabs in a flat Clay Shader to show the sculpture forms I made for the Skull. I purposely left the back of the Skull off the model as this was only to be shown from the front in the Key Art, and I liked the negative space the gaps created which would have been much more busy with a full 3D back and Front sculpture. This was built more like a mask. I also show the side of the sculpture, and close up views to show of my attention to detail. I just love getting into it.

     I really enjoyed all the 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

Monday, July 7, 2025

Project Review: Toy Story 4 3D Logo Neon Illustrations for Key Art 2018


3D Neon Toy Story 4 Key Art Title Concept Designs. This first image was so close to being the final pick. A straight on shot with the aged and rusty finishes. This is still my desktop on my workstation. I loved this project for PIXAR!



3D Neon Toy Story 4- Key Art Title in a clean finish similar to the other films.
 
 

3D Neon Toy Story 4- Ambient/ Dirt Render to accentuate the intersections in the geometry as well as add in ambient pass lighting to get better realism.


3D Neon Toy Story 4- Key Z-Depth Pass for distance based edits in post for the Art Directors at the Leroy and Rose agency.


3D Neon Toy Story 4- A subdivided Clay Screen grab from the Camera View showing the mesh levels used in the build.


3D Neon Toy Story 4  Base mesh Low Poly Screen Grab in Clay material showing just the forms.


3D Neon Toy Story 4  A Screen grab with Materials to show inside the 3D Neon Tubes as well as the the clips and rivets in my build.


3D Neon Toy Story 4  Key Art Title Concept Design View #2 a Low Angle with a bit of fish-eye on the lens. This is the cleaner of the two finishes.

 

3D Neon Toy Story 4  Key Art Title Concept Design in the rusted and weathered look.

 

3D Neon Toy Story 4  The Ambient Render pass. This angles shows the deformations on the rough wall back plate better at an angle.



3D Neon Toy Story 4  The Z-Depth mask Render Pass here falls off for more distance based edits after the image is delivered.
 

3D Neon Toy Story 4  Screen Grab showing the side of the build. If you look closely there is a neon tube behind the sign tin backing to give a back glow on the wall.


 
3D Neon Toy Story 4  Super close up Screen Grab in Clay material shows that little toggle switch I built.


 
3D Neon Toy Story 4 Super close up Screen Grab in Clay material shows the tube clip details. 

 

 
3D Neon Toy Story 4 a high angle view in the Clay materials. This view shows the hangers on top.


 
3D Neon Toy Story in Clay material finish showcasing surface only in a low angle up view on the sign.


Project Review
for Key Art 2018
 

Client:  PIXAR/ Walt Disney Feature Animation via Leroy and Rose
Creative Direction:  Melchior Lamy 
Project Date:  February to June 2018.


     I can now post work that I did for Melchior at Leroy & Rose for PIXAR's Toy Story 4 from back in 2018. This design went all the way to the 11th hour and was close to finishing, but they went more simple in the end.

     As a 3D Artist, doing anything for PIXAR is an honor as they were trailblazers in the field of 3D Animation which helped mainstream the technology to where it is at today as now it's considered common place.
 
     I also posted Behind the Art images with some wire frames and Clay shader screen grabs showing way I build out 3D Neon. I have always loved neon signs, from the light they give off, the flickers, and the buzz they emanate. Being a Classic Car nut, these signs are found all over Vintage Car shops so it is a natural fit for me a gear head. Also, I am a fabricator and builder, and love the craft behind real the ones.

    I found over a few years of building out neon a few simple things I do. I create both the exterior glass tube, that's two sided with a 3DSmax Shell modifier added to the spline to give it a glass thickness. I also build out a second internal object spline that that represents the gas inside the tube that glows, and this is where I put the self illumination glow on so it refracts a bit through the tube glass. I also add color to the glass itself to simulate color bleed so red glass with red glow etc. I love the little clips that hold the tubes as well.

    For this 4th installment of Toy Story I was directed to go with neon for the main 3D Logo, as a good portion of the film takes place in a county fair environment as well as inside a antique store. I did both a clean versions of the sign, as well as aged and rusted version. So, my baseline was a delivery of 2 views in 2 finishes. 
 
    I did work on Key Art 3D Titles for Toy Story 4 for a few other vendors as well after this, but this version was a wall mounted hanging sign design with a lot more vintage bits added in. The toggle switch was placed on the bottom extrusion of tin sign. That 3D Model I built, and sell at TurboSquids Stock 3D model site here. I also built out the wall hangers on the back and the vintage square nails with cross hatched tips. A few wires completed the look and an aged wall was built as a 3D Displacement with modeled out surface cracks and irregularities.
 
    Again, just this one 3D model can be reused and rendered out at many different angles.The first comp is where the time is mostly billed at, yet once made, the re-shoots are so much quicker when the model is already ready to go, so it really deserves a few shots at least.
 
     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 to help you.

                                 Cheers, THOM