Showing posts sorted by date for query universal creative. Sort by relevance Show all posts
Showing posts sorted by date for query universal creative. Sort by relevance Show all posts

Friday, August 22, 2025

Project Review: Jurassic World 2: Fallen Kingdom Main Title Treatment Concepts December 2016

  Jurassic World: Fallen Kingdom 3D Main Title Key Art- I used a second displacement object over another extruded one on the the T-Rex in this logo concept over the wire cage mesh to layer the effects and have better control for dialing the look in this 3D Logo.

 

Jurassic World: Fallen Kingdom 3D Main Title Key Art- A screen capture showing the use of individual lights for each letter in the the logo to ensure even legibility, as well as center lights for a nice fall-off to the sides.

 

Jurassic World: Fallen Kingdom 3D Main Title Key Art- A clay screen capture of the crusty displacement object on the T-Rex with no displacement on in this view [ base-mesh ]. I used N-powers Power-boolean in 3DS max to use quad mesh output to displace.

 

Jurassic World: Fallen Kingdom 3D Main Title Key Art-Red Clay surface shader showing the high level in the crust on the Jurassic Park Icon.

 
 
 Jurassic World: Fallen Kingdom 3D Main Title Key Art- This design concept design has 3D moss growing in the holding device with very distressed textures on the Title Treatment.
 
 
 
 Jurassic World: Fallen Kingdom 3D Main Title Key Art- This Clay shader screen grab shows the high polygon count 3D moss put into the circle background over the diamond plate background object.
 
 

Jurassic World: Fallen Kingdom 3D Main Title Key Art- a 3/4 tipped to the side screen grab view showing the displaced layers and moss scatter objects I built out.


Jurassic World: Fallen Kingdom 3D Main Title Key Art- This tipped back screen-grab view shows the various depth and levels I use to build out the titles with weight to it. This is especially seen in a MGFX application camera moves.

 
 
 Jurassic World: Fallen Kingdom 3D Main Title Key Art- Cracked stone and concrete textures with heavy aging and stains for this design pass.
 
 
 
 Jurassic World: Fallen Kingdom 3D Main Title Key Art- A cleaner version of the cracked title with some metal on the T-Rex with the back racking in the holding device.
 
 
 
 Jurassic World: Fallen Kingdom 3D Main Title Key Art- Screen grab with one level of sub division to the cracked objects.
 
 
 
 Jurassic World: Fallen Kingdom 3D Main Title Key Art- The base editable poly power boolean used for the concrete holding device.
 
 

Jurassic World: Fallen Kingdom 3D Main Title Key Art-2 levels of subdivision added for close ups on this design in this screen grab in clay shader showcasing form.

 

Jurassic World: Fallen Kingdom 3D Main Title Key Art- A heavy broken up metal 3D Logo design with some motion blur effects added in post.


Jurassic World: Fallen Kingdom 3D Main Title Key Art- The subdivided mesh has 4 levels to get the mud flood cracks in the surface.

 

 Jurassic World: Fallen Kingdom 3D Main Title Key Art- This is the base mesh on the dimensional T-Rex with a good amount of 3D form to it. It was also used without the crack on the below image a swell.



Jurassic World: Fallen Kingdom 3D Main Title Key Art- A metal with a bit more hand modeling to the T-Rex adding more from to this design set.



Jurassic World: Fallen Kingdom 3D Main Title Key Art- This has a woven pattern in the holding device that was displaced not mapped. The Ambient Dirt in the weaved object fills in the spaces and adds realism in the post process.
 
 

 Jurassic World: Fallen Kingdom 3D Main Title Key Art- A single pass with carbon fiber materials.


Project Review
Main Title Treatment Concepts
December 2016
 

Client: Universal Pictures via BOND
Creative Direction: 
Patrick Dillon. 
Project Date:  December 2016.


     Today I'm sharing work I did for Patrick at the BOND Agency for Universal Pictures Jurassic World: Fallen Kingdom built in December 2016 that was released in theaters in 2018. 

     I loved the original films starting in 1993 right after I graduated from Art Center College of Design, so when they rebooted the franchise with Chris Pratt leading it up I was really excited to work on the sequel to the film from 2015.

       Today I have posted eight of the Title Treatment concepts I did for this film. For this job, the type and vectors for the T-Rex were all locked since 1993, so I was again tasked with doing a series of Main Title treatments to the film for Key Art for PART II of this well loved franchise. 
 
     For the sequel they wanted the logo with some destruction and cracking along with distressed texture for the most part. Also they wanted some tech materials as well in there like carbon fiber etc. which I also experimented with for the agency. I even added in some wire fencing that was bitten paying homage to the first film with the T-Rex.

     I did a good amount of displaced object with actual 3D surfaces rather than bump maps. It is a longer render, and bigger file size, however it has a much larger use especially for MGFX work where close ups and fly through work are typically needed. And a Sub-D base mesh is a lot easier to rig camera moves in as the scene is lighter to work with in 3D. 
 
      I have also added a lot of Clay shader screen grabs to show the builds of a variety of my 3D Logo designs to see what was actually built out, not mapped as a Behind the Art feature to the post.
 
     I am freelance now 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 also been working remote since 2009, so I am ready to go.

                                 Cheers, THOM

Wednesday, July 23, 2025

Project Review: Mortal Engines Main Title treatment concepts May 2017

 
 
Mortal Engines 3D Main Title Key Art- My third conceptual design pass at the Main Title with a deconstructed modern facade over and older substrate material.


 
Mortal Engines 3D Main Title Key Art- A screen grab in a simple clay shader to showcase the surfaces without textures.


 Mortal Engines 3D Main Title Key Art- Another screen grab in a simple clay shader to showcase the surfaces with displacement. Up close you can see that the edges are rough, but for deadline and cost we went this direction until it was picked, which did not happen.


Mortal Engines 3D Main Title Key Art-  A textured screen grab shows the internal details on the "Dot" in the engine icon in the middle of the "O" in Mortal with the Aqua glass material showing thru to the inner workings.


 
Mortal Engines 3D Main Title Key Art- this screen grab in 3DS max shows materials as well as the pixelated displacement map used to push the geometry in and out.


 
Mortal Engines 3D Main Title Key Art- This design was the most simple of them all, with some cracks in the design and was a bit brighter as well.


Mortal Engines 3D Main Title Key Art- A Z-Depth is always supplied so Art Directors can adjust the image based on distance, Smart 3D


 
Mortal Engines 3D Main Title Key Art-A screen grab in a simple clay shader to showcase the surfaces without textures.
 

 
Mortal Engines 3D Main Title Key Art-an angled view screen grab in a simple clay shader to showcase the build.


Mortal Engines 3D Main Title Key Art- This Title treatment was in the middle of the top two designs, with a bit more distressing as well as a second inner surface poking through the top one.


Mortal Engines 3D Main Title Key Art- Screen grab in a simple clay shader to showcase the surfaces without textures

 
 
 
Mortal Engines 3D Main Title Key Art- A screen grab in a simple clay shader showing the dual surface model inside the typeface.
 


Project Review
Main Title Treatment Concepts
May 2017
 

Client: Universal Pictures via BOND
Creative Direction: 
Patrick Dillon. 
Project Date:  May 2017.


     Today I can post the work I did for Patrick at the BOND Agency for Universal Pictures post apocalyptic film Mortal Engines released in theaters in 2018. 

     I was excited about building a Title for the film due to the nature of the story with repurposed architectural elements that were weathered and built over other parts with layers and aging.

       I did three concepts with the third and favorite one up at the top of this post, with it getting progressively simpler in each design. Each has a distinct aqua glow around the dot in the center of the letter "O" in Mortal as an engine icon with light and power illumination the title.
 
     This post include some Behind the Art  with some review on the textures I built, and the use of a displacement map that I created for the custom designed plates over a substrate material indicative to the production design use of architecture in the moving city's in the film build up of old world architecture with modern Sci Fi parts built over the top.

      With displacement it is quicker than building it out in geometry, but it has limitations due to the density of the mesh to get a smooth displacement. In the close ups you can see that I had to use a lower resolution at this the Comping stage. If finished I was going to rebuild all of it without displacement and use quad subdivision building. I was actually hoping to go to the next level with this.

     I have an inner and outer object on two of the designs so as it displaces the underlying substrate material pops thru as a 2 layer design.
 
     For a different client I was able to build out all the layers as geometry and I hope in the future to post that. That model was for a film opening concept fly through so displacement was not going to work, and it was ll hand built, but they had a bigger budget and time frame so we could achieve that.
 
     I am still doing freelance now 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

Friday, November 3, 2017

2D Themed Environment Design: Theme Park, Retail, Restaurant, and Virtual Worlds[ Websites, Video Games etc.]

 
 Here is a sampling of my 2D Design Work sketches for Themed Environments.

2D Themed Environment Design Theme Park, Retail, Restaurants,and Virtual Worlds[ Websites, Video Games etc.]

With decades of 2D design work under my belt I have been privileged to assist in the creation of themed entertainment venues for a variety of clients in my career as a 3D Conceptual Designer. Environmental Design is a part of our training at Art Center when we go into Industrial Design, as we are prepared to interface with professionals of various disciplines to accomplish the themed look for whatever the end use may be.

I have worked for the larger Theme Park companies Walt Disney Imagineering, Universal Creative, as well as Landmark Entertainment Group. I have also been able to work for a few of the boutique studios like Sotto Studios, as well as the application of themed entertainment into retail, especially restaurant thematic design.

This skill set was also called upon for a virtual location for online work with Cyan Worlds up in Spokane WA back in 2000, to develop virtual worlds for the online versions of the popular games them make. I was connected with them while still at Imagineering and brought up to assist with those needs starting with 2D themed concept designs that would be built in 3D with a full architectural team and game team.

Themed design environment creation and Concept Art is also used in TV Animation work for various projects I have been on, including The Phantom 2040, Flash Gordon, and others.

If you have a need for thematic design from as small as freelance work, to a full relocation and full-time work, you can contact me here.

                                                         Cheers, THOM

NOTE: Blogger has limited file size, for the full size image go here.


Wednesday, September 4, 2013

Project Review R.I.P.D-3D Virtual Set The Gold Fileroom Gravillis Inc. PART III

This early comp also used the white perp-rooms I made for another comp [Soon to post] floating in the space.

 In this last comp of the gold file-room for RIPD, I added in long drawers with photos and folders. This has the inset showing the comp alignment.

 I also did this version with a floor surface to line up with photography.
[ You can see the perspective difference which is needed to line up to the camera in the scrap]


A close up wall shot on one of the doorways in the RIPD golden fileroom.


A re-visist to the floating room version with more depth to this room.



A shot of just the room from R.I.P.D.

Project Review
R.I.P.D-3D Virtual Set
The Gold Fileroom
Gravillis Inc. PART III

Client: Universal Pictures via Gravillis Inc.
Art Direction: Vince Tran.
Project Date: Sept 2012.

I was sick for a few days, so my posting was delayed....

This is my fifth post for work I did for the Theatrical Advertising for the film R.I.P.D, as well as my third posting for R.I.P.D work that was performed for the Agency Gravillis Inc.

I was contacted by Vince to work on this next room. This  room was a big endless file room with the walls lined with file cabinets that they wanted to re-create for the posters, so I was off to build out a series of virtual backgrounds for the poster presentation.

As with all 3D Illustration we got creative with versions having floors and various openings so they could try a multitude of ideas all in one day. A 3D scene is easy to duplicate and adjust to create dozens of ideas all based on a few images from the film.

In 3D space, you build once and render many times,and this is where the saving is to be found, and I can create a series of variations using the same set pieces reconfigured a bit for each pass.

You can view the Gravillis Inc's R.I.P.D work as follows:

PART I here, the bank vault room.
PART II, the white jails.



Cheers, THOM

Monday, July 8, 2013

Project Review KING KONG[2005] 3D Logo Designs PART III

 A procedural texture was used here for this thin font with complete surface rusting yet remains smooth[ not deep pitting]

 A Displaced 3D Rock logo I designed out for King Kong done in a very dark look, with almost just an edge light.

 A more heavily rusted procedural texture was used on the logo that is all smoothed without sharp edges[ like X-men] with bolts on the surface and a bit of the ocean color reflecting up to play on the theme of the island he came from.

 Metal type sitting on top of a rock pitted surface for this King Kong design with a wide one-line title with a curve and a tilted back camera view.


 A different lunar texture [procedural] is used on this rock and stone version. I was a fan of the word "King" cut into the word "Kong", and we had a few ideas we worked out on in this way.

 Deeper rust pits are now cut into a scratched up brushed metal softer cut logo designed here for King Kong.

A King Kong 3D Logo with a red organic consistent texture for this one liner.


Project Review
KING KONG[2005]
3D Logo Designs PART III

Client: Universal Pictures via. BLT and Associates.
Art Director: Creative Directed by Warren Nung.
Project Date: Summer 2003.

Today is my third post covering the 3D Title Logos I did for the film project King Kong, back in 2003, and today I have posted some added 3D Title Logos I worked on.

When I was given a Title at BLT I was given a series of vector files, basic direction, and then I was off to create. It was always a back and fourth process when they suggested looks, and I would as well.

Many clients come with a very specific look they want, and offer no exploration, so I create exactly what they give me, but for others, they will give me room to explore,and BLT was usually the latter, so King Kong was a fun concept to create looks for sure, as I explored a bit.

You car review my older PART I here.
You can view PART II here.

Cheers, THOM

Monday, July 1, 2013

Project Review KING KONG[2005] 3D Logo Designs PART II

 For this version I had the KING float right over the brighter Metal KONG for this 3D Title Design I did for Peter Jackson's King Kong back in 2003.

 A mesh deformation was used to get the 3D cracks in this version of the 3D-Logo for King Kong.

 A HOT metal version here with rusted steel for the main Icon Logo.

 A brighter metal look similar to the X-Men Logos I did for BLT while there.

 A modified Lunar "Moon" Texture for this rock 3D Logo look with warm to cool light spills.

 A King Kong 3D Logo Design I did with a thin lip as seen in older tin signage.


Project Review
KING KONG[2005]
3D Logo Designs PART II

Client: Universal Pictures via. BLT and Associates.
Art Director: Creative Directed by Warren Nung.
Project Date: Summer 2003.

Today I have posted some added 3D Title Logos I worked on as one of my last 3D Design Illustration projects I did for BLT Communications back in 2003 while I was the in-house 3D Designer.

Stone, Metal, Rusty, and an aged look were the ones that the team required, and I was supplied with a dozen splines laid-out by the various Art Directors, and Type designers they employ, so I did a few passes for each font as usual so about 100 Logos were delivered.



This project would have benefited from the new Dirt Shader I use on a regular basis to age the 3D Illustration better, but I did use the great Simbiont procedural textures I created in Dark Tree on almost every render.

You car review my older PART I here.

Cheers, THOM