Wednesday, July 13, 2011

Sorority Row Blue-Ray Menu 3D Illustration and Motion Graphics

Here is the background Image I built in 3D for the Blue-Ray menu concepts for Sorority Row, presented to Summit for the product release back in 2009.



Here I show the smoothed quad model in front of the lower resolution Sub-D base model I made.


This is a frame from a test animation I did for a Motion Graphics piece, though I think we ended up using just a few frames[ budget].



A close-up view showing the spot weld and various smaller parts all built subdivision so we can zoom right up close as needed.



The opposite end of the weapon had a spoon handle on it as shown in both smooth and sub-D for Sorority Row in 2009.



A second concept was to build a well with a chain hanging down via a big log across the mouth, and here is the 3D Illustration I created for the pitch.



The chain I build had a weld modeling into the links and was ready to "rig" for a swinging effect if needed.



Here you can see the modeled , not mapped bricks for the wall of the well for Sorority Row's Blue Ray menu designs.




Sorority Row
Blue-Ray Menu
3D Illustration and Motion Graphics

Client: Summit Home Entertainment via The Cimarron Group.
Art Director(s): Hesham Morsy, and Brian Larson.
Project Date: Fall 2009.

This was my final 3D Motion Graphics and 3D Illustration job a performed for the Home Entertainment division at The Cimarron Group as an in-house 3D Design Director. I regularly over the prior 6 years provided both Hesham, and Brian, 3D Illustrations and animated elements for Blue Ray menus, and this was to be the last project I worked on before I left and went out of house.

I first built a 3D model of the main "tire-iron" weapon used in the film did a few renders and animated it spinning through the scene. It was a hand made prop for the film so I did the same virtually and built it from parts down to the spot weld for the key-ring.

I also did a bottom of a well with a chain on a log for the menu as well and built out the brick wall and used a procedural "Dirt" material to get the grout just right.

They were built as mostly quad models and I applied a turbo-smooth to increase the resolution for renders.

I still do projects for this team when the need as rises from my home studio, and they are always something new to build in 3D and usually animate as well.

Cheers, THOM

Tuesday, July 12, 2011

Project Review: The Phantom 2040- PART LXXI [71]

Here is the Phantom 2040 series Hypertracker design I did back in 1995 in the flying Fan Powered Mode.



Here is the Hypertracker design in a front and rear 3/4 view for the animators.


Here is the Hypertracker design back in the standard "Drive-Mode" to run the streets of Metropia in The Phantom 2040 from Hearst Animation productions form 1995.



Here is the Hypertracker design in "Drive-Mode" in a front and rear 3/4 view.


Phantom 2040-PART LXXI [71st]
Layouts for the subway tube train from the opening film.


Client: Hearst Animation Productions.
Art Director: Myself.
Project Date Spring 1993.

In this, my 71st post on "The Phantom 2040" Animation Series, I have posted up a vehicle that I did two versions for, as it was seen on a regular basis. Most Transportation designs in TV animation are a "One Shot", meaning they drive by once or twice in the background and that is it.

This vehicle however, was seen on a regular basis, as well as it transformed on screen so I did a few views in each configuration to help the international animation departments to be able to see better the two compared side by side. I also was able to go to South Korea and help them layout the animation sequences for the transformations, since the Key Framing was done in Vancouver and these sketches were well represented by them, it was the change that they needed a bit of help with.

Cheers, THOM

Monday, July 11, 2011

Project Review:Breach 2006

A simple back lit silhouette with atmospherics animating forward done for the MGFX look for the film Breach in 2007.


A Warm red double level 3D font for the Film Breach done with rounded bevels.


For this concept I made a literal "breach" in the front surface of the extruded font revealing energy from inside.


Another white on white concept using GI lighting with a rounded font similar to what they picked for the Poster.



A darker lit white on white scene with a hairline thin font deeply extruded.


Here is a darker version of the above font design in black and red.


A single Point Bevel font done in brass reflecting on a slick black backdrop with some animated reflections for MGFX.


Project Review: BREACH
Motion Graphics Look Exploration

Client:Universal Pictures via The Cimarron Group.
Art Director: n/a.
Project Date: Summer 2006.

I was given the opportunity to do a quick 4 hours of work[ half a day] for the project in Motion Graphics for the film Breach back in 2006 while I was in-house at The Cimarron Group back in the summer of 06'. Greg Taylor, who was the Head of MGFX at that time, asked me to design a series of looks for the campaign and he budgeted 4 hours, so I went to work. Above is what was delivered to his department.

I explored a few looks with a series of different font styles. I did all in 3D and most are single point beveled fonts with a few extruded ones. An enjoyable half day.

Cheers, THOM

Friday, July 8, 2011

Project Review: Resident Evil-2001

A 3D Metal Logo with flames reflecting in the steel done for the first film in Resident Evil's series back in 2001.


Here is the same model rendering in a blue-steel look with a bit of roughness on the surface.


A gritty rusted look using the Procedural Texture I made in Dark Tree.



A "Kubrick look" for the 3D Illustration, with the bright light blasting out the font into energy.


Here is the final rendering I did for Alon for the background with the iconic tunnel in it.


Here is the quad model that I built and designed for the shot.



This shows the depth of the scene that I built for the above tunnel scene.
[ cut away in half]




Resident Evil 2001

Client: Screen Gems via BLT and Associates.
Art Director: Rick Lynch, and Alon Amir.
Project Date: October 2001

A very early project once I came in-house to run a little 3D Department for BLT and Associates we as to do some 3D Logos' and a virtual set for the new to film adaptation of the video game Resident Evil starring Milla Jovovich.

Tomb Raider is always a look that was asked for by about every client we had early on, a typical two layers brushed on top with a gold larger holding device below, with modifications. For this round we even used the similar fonts for presentation.

I also did a tunnel as a 3D illustration, or Virtual Set, for then Art Director Alon Amir. I designed and built this out, and this was a very early project I did using the new to them GI rendered Final-render from Cebas.

Cheers, THOM

Thursday, July 7, 2011

Project Review: The Phantom 2040- PART LXX[70]

Here was a layout that I added some more curve to the lens when I sketched it out, and The Phantom cuts a hole in the roof to enter the scene.


I also did a flatter layout of the same location with a shorter lens so that we could do some close up dialogue for The Phantom 2040 Premiere Movie.


In this side view I moved the rows apart a bit as there was a fight sequence here.


And then for this alternate side view I squished them together a bit for the B.I.O.T view to look a bit off.


Here is a re-post of the establishing shot I provided for the Tube Train.

Phantom 2040-PART LXX [70th]
Layouts for the subway tube train from the opening film.


Client: Hearst Animation Productions.
Art Director: Myself.
Project Date Spring 1993.

In my 70th post on "The Phantom 2040" Animation Series I have some added layouts that I did up in Vancouver at our vendor while I was up there on a remote Art Direction Trip. I went to the layout studio we were using to help kick off the production, and I gave tutorials in curvilinear perspective so the backgrounds would be in a fish-eye and worms-eye configuration, and that they would be drawn using curves over a heavy use of a straight edge.

This is part of what I pushed in Canada, France,and South Korea as we used vendors in all those countries to help build the series.

When you draw the same set over and over you get familiar with the space, and you also get a sense of what can be adjusted a bit, and exaggerated, without a major departure from the original design intent. I had the advantage as I was that designer, but the thinking is sound as I have done this with designs done by my team as well.


Cheers, THOM

Wednesday, July 6, 2011

Personal Project: Log Waterbed Design 2007



A 3/4 back view showing the large headboard design from the wall side.


Here is a shot of the final design in a 3/4 front view overhead 3D render.


A Side view of the final design.



Here is the breakdown of parts as it was manufactured in "Lego-Pieces" for delivery and assembly.


Here are the first two versions with a huge log post corner[ too costly], and one with a lot more stiles[ sticks] to emulate the mission or Prairie style in the design[ too costly], so it was modified to what you see both above and below in the photos.



Here is a series of pictures of the final product, built in Idaho and delivered to our home in parts.

Custom Designed Log Waterbed 2007
Project Date: March 2007

I did a whole lot of woodworking in Colorado in Jr and Senior high, including a state renown woodworking program where we were trained at a professional level to be woodworkers, and showcased our work at the state fair in Fort Collins each year. I also was a Cabinet builder for about a year and a half in Tacoma WA, at Choice Showcase and Fixtures building Wisefield Jewelry stores back in the late 80's, so for me to build and or design furniture is very familiar to me.

I am a fan of the Arts and Crafts movement form the early 20th century and I also have a love for log furniture that would be found in the many Craftsman Lodges around, so I sought out a builder who could make me a custom bed based on my 3D Designs as you see above.

I was able to build this design to scale with adjustments made with the vendor I picked to construct it.

The foot board and sides assemble in a jig saw type fashion and all are held together in tension by a few small screws holding the base tight. The bed was designed to be disassembled into about a dozen or so parts.

If you want one, you can go to the site here, tell them I sent Ya!

Cheers, THOM

Tuesday, July 5, 2011

Project Review: Absolut Vodka "Bot Bar" PART V

Disappointed and Sassy were a few of the many faces you would have seen in the Bot Bar in 1996 for Absolut Vodka.


Coy and Impressed!


These designs for this character I did, express a come on, and board, are seen here for Bombshell as she flips from one place to another online.


Bombshell is both Hurt on the Left, and "In Love" on the right, appropriate for the Bot Bar environment.


Smile and Mad are expressed by Bombshell above as seen on the Bot Bar for Absolut Vodka back in 1996.


The emotions of "Flame" and "Melt" are expressed above for this emoticon design.


A seriously Bitter Emotions designed for the Bot Bar for Bombshell.


Absolut Vodka Website
"Bot Bar" Character Design for Bombshell!
1996
PART V


Client: Absolut Vodka via Troon Ltd.
Art Director: Chris Trages.
Project Date: April 1996

This is my fifth post covering the series of characters or "emodicons" for an online chat room for the website for Absolut that I created back in 1996. I was contracted by the Design Studio in Santa Monica, Troon LTD.

Here we see my designs for "Bombshell" a character highly influenced by Marilyn Monroe, a spicy girl on the sites "Bot Bar". I did a few extra emotions for her as they wanted some characters a bit more over the top as compared to others, and Bombshell was one that fit the bill. I designed each character and did all emotions in about 5 hours per character for design and emotions as I delivered 36 pages of drawings and was there less than a week.

You can view "Diva" the fourth character design I posted here.

You can view the third character I designed "Rocker" here.

You can see the first character "Manhattan" here.

You can see the second " Trophy" here.

Cheers, THOM

Friday, July 1, 2011

Command and Conquer: Generals- Video Game Cover 3D Illustration 2002.

The First Comp had all Tanks up front that I Illustrated in 3D for Command and Conquer.


Here is the early pass at the full 3 DVD wide cover 3D Illustration I did for the game.

Here we moved the Pick-Up trucks to the foreground. I took a stock model and modified it to match the low-rez game asset with the brush bar guns etc.



The Paladin Tank that ended up as the "hero" tank for the finish.


Here we see the boxed set using the 3D Illustration form the series.




Here is a back cover piece for showing game screen shots in a Command center area.

Command and Conquer: Generals
Video Game Cover 3D Illustration 2002

Client: Entertainment Arts Games via BLT and Associates. Art Director: n/a. Project Date: Fall 2002.

When I was doing 3D Illustrations for BLT and Associates I would work for the various Departments and provide assets to their Art Teams to incorporate into the assets they delivered, be it a 2D image, 3D or a Motion Graphics Animated sequence, and for Video Games I primarily did 3D Illustrations for the Front and Back covers of the DVD Video games.

Here you can review the work I did for Generals for the Command and Conquer series and these three cases would line up into a single piece of artwork when displayed in-store. I use stock models, I modified stock models and I also built the custom Tanks and such from scratch to create this large 3D scene for three covers at once. The render was almost 9000 pixels wide for the final and rendered in layers for the finishers needs.

Cheers, THOM