Showing posts sorted by date for query Chrysler building. Sort by relevance Show all posts
Showing posts sorted by date for query Chrysler building. Sort by relevance 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

Wednesday, January 25, 2012

Project Review: How to Lose a guy in 10 Days: 3D Illustrations for Key Art 2002

 Here is the front only shot of the Chrysler Building I built for BLT for How to Lose a Guy in 10 days back in 2002 a decade ago now.

 A Front view of the model with out textures showing that I modeled in the details.


 When I turn the camera you see the sides lack any details at all, this was done as we had a time constraint for the project, and I can always add it in form the other parts at a later time, and this is the main advantage to 3D , that is it can grow beyond the basic first delivery without any loss of product.


 Here you see the 3D rendered Illustration for the Parking Meter, as well as the comp provided to me for lighting and angle.



 The Parking Meter was eventually prepped for online sales, here it is a bit closer up.


 Here is the Painted into the Corner Comp I did for How to lose a guy in 10 days.


Project Review
How to Lose a guy in 10 Days
3D Illustrations for Key Art 2002

Client: Paramount Pictures via BLT and Associates.
Art Direction: Jeff Barnett and Ronnie Blumenburg.
Project Date: Fall 2002.

I always got a variety of requests while in-house at BLT, to build out a prop for a movie poster to use, and sometimes the prop was a small hand held item, like a gun or something small, and othertimes I needed to build out entire citys, so for the Paramount property, How to Lose a Guy in 10 Days, I eneded up building out The Chrysler Building for a shot.

Now this is the first time I built the model in 3D so it was my practice so to speak. I built out just the front facade as we had no time to build the full 3D all sided model, so I focused on the view we would see in the Key Art for the posters. 


Taking the same gag with the two main charcters leaning on it, I did the Parking Meter next. I used the comp as my Global Illumination lighting model, so the prop dropped right in the comp cleanly.

I also did a "I'm painted into this corner" type of gag for a third idea, but that one was scrapped early on.

All in all, a very fun project to do a variety of fast 3D illustrations in a quick turn around is creatively a great challenge as a 3D Designer.

Cheers, THOM

Friday, April 8, 2011

Project Review: Two Weeks Notice 2002

Here is the final Elevator Virtual Set I designed and built for Two Weeks Notice Print Advertising. Pre-GI and about 6 hours work.


In this exploded view you can see the windows across the hall that are seen in the reflections as well as the backdrop cyclorama.


In this wire view I pull the elevator box back to show all the basic sets and lighting areas needed for this highly reflective comp.


The custom NYC chess set I rebuilt from photos form the film.


Here is the chess set showing the geometry built in 2002, also Pre Sub-D modeling for me.



Two Weeks Notice

Client:Warner Brothers Pictures via BLT and Associates.
Art Director: Dawn Baillie, Coby Gewertz.
Project Date: Spring 2002.

Back in 02' I was in-house in Hollywood at BLT and Associates running a 3D dept. and I had a small 3D Illustration task for the new Sandra Bullock film, Two Weeks Notice, and I needed to do a virtual set for a comp. This was one of my first of many sets I built and designed for use in the print comps. I had done Set Design right out of Art Center and I learned the tricks that I still use to this day when I build.

The main set I built was the elevator set, which all I had for reference was two still images from the film showing the design of the architecture so I could build out an elevator. As with real set design I designed everything that was seen and that is it, but since this was a fully reflective set, I had to build things that are only seen in reflection, like the inner walls of the elevator that fact e the camera that are seen i9n the reflection as in the elevator button panel you can clearly see above. So these needed to be built, textured, and lit accordingly. It should also be noted that Global Illumination was brand new and I had just started with Final Render, so this scene is lit the old fashioned way without GI.

I also built out a custom chess set with stylized pieces from NYC icons, including the Chrysler building, Empire state, the Guggenheim, as well as brownstones for the pawns, a fun little piece to make too.

Cheers, THOM

Wednesday, December 23, 2009

The Chrysler Building NYC

Multiple views of the 3D Model for sale

A shot looking up

A Magic Hour shot looking across

Close-Up of the main "Eagles"

Beauty shot


Mom and her Plymouth


My relationship to Chrysler

I have a special relationship to the Chrysler corporation and this has something to do with my modeling of one of the most beautiful Architectural masterpieces in modern history.

My uncle, Jim Keir worked at Chrysler for over 30 years, and was on the team that developed the Turbine car in the 60's [http://auto.howstuffworks.com/chrysler-turbine-concept-cars1.htm]. My mother worked as a executive secretary for Jimmy Hoffa in Detroit in the 50's and had a beautiful Plymouth. [ see pic above]. We grew up driving a Dodge Aspen throughout the 70's and 80's, and when I finally went to Art Center in Pasadena CA., I was awarded a scholarhip by Chrysler, so I have a soft spot for them.

Oddly, I have built the Chrysler building twice! Once while at BLT and Associates for the "How to loose a Guy in 10 Days" advertising campaign, then at The Cimarron Group. I proceeded to build this Art Deco building once more, and this time very accurately. All small Deco details including the magnificent "Eagles" were build with all details and welds as Sub-D quads.

The model is still for sale via Turbosquid if you have need for this model.


Cheers, THOM

P.S. You can click the Post Title to see the model online for sale, or paste this text into your browser:

http://www.turbosquid.com/3d-models/3d-art-deco-nyc-chrysler-building-model/297331