Friday, March 13, 2015

Project Review: Key Art 3D Logo build for My Mistress-2014[AU]

 Here is the final Logo as delivered back in May 2014 for the Key Art finish of My Mistress.

The Subdivided Quads with a displacement map used to get an actual bump int he geometry. 

 Here is the base Quad mesh without and subdivision or displacement added.

 This tutorial like screen shot shows the individual parts along with seeing the 'live' Free-Form-Deformation[ FFD] still active on the letter form stroke.

 A close up shows the displacement wrapped on each part.

 The ambient render shows the slight artifacts, that can get adjusted with more geometry if needed.

 The base mesh is quite simple.

Close up on the end of the title shows the full wrap around on the scale texture we ended up using.

 The displaced mesh[ High Poly count]

 The simple base mesh collapsed down.

 A view of the final One sheet from here.

Project Review
Key Art 3D Logo build
for My Mistress-2014[AU]

Client: Transmission Films via Carnival Studios
Art Direction: Demi Hopkins
Project Date: May 2014.

Almost a year ago I was contacted by an agency in Australia, called Carnival Studios to help with a 3D assist in a 3D Logo needed for a film called My Mistress. 

They needed this for the final Key Art poster work. I do a lot of this type of fast turn around work here in the states, and I have a number of clients out in Australia now, so we settled on the rate and payment form, since this was an overseas gig, and once I was provided the vector files, I was off to build this 3D Logo.

I was given the general layout and lighting so I would know the end use, as well as the type was fully locked and set by the client.

For this build I was to emulate the woven texture found on a whip or a snake scale look, so I created a custom map to build this out fast. I have hand built scales before and it is very time consuming and the short deadline meant that I needed to use a displacement map technique to ' bump' out the geometry to get the finished look and feel to the objects.

The way I made this was to build out each part of the whip as a separate cylinder and use the Free-Form-Deformation tools [ FFD] in 3DSmax to custom bend each part as a Modifier in the stack[ turn on or off]. This also allowed me to map the objects while they were straight so I could get them to wrap the shapes in a better way, and to scale to each other after the bends as the FFD will warp the textures a bit.

A fun gig that finished out and can be seen on the production site here.


Cheers, THOM

Wednesday, March 11, 2015

3D Stock Model Sales: Telephone pole with Power lines-2004

The Telephone Pole Stock 3D Model I made for online sales a decade ago.

Here it is in a Polygon Ambient Occlusion Render with wireframe OL.

 A full 360 3D Model as it has been built out on all sides.

 The Wire frame 3D render shows Sub-D only on a few parts.

 I displaced the wood with the wood texture a bit as an example of what the end user of this asset can do.

 All parts named for easy identification.

A Worms Eye up angle on the power lines from below in this Virtual shot.

In wireframe you can see the build setails even on the underside of all parts.

Another up angle, not as severe as the last one, rendered out fully textured in 3D.

The wireframe render in the same angle.

Close up on the transformers and cable end details up top.

 The wireframe shows the build again in this behind the art view.

An exploded view of this 3D Telephone Pole stock Model.

Insulators, cables, bolts and nuts all separate parts and named to merge easily.

 The exploded view from the other side.



3D Stock Model Sales
Telephone pole with Power lines 2004

Client: The Cimarron Group.
Art Director(s): Myself.
Project Date: . December 2004.

I established a 3D Stock Model sales segment in my one man while in-house at The Cimarron Group from 2003 to 2009, and I have another stock build I am reviewing, a 3D Model I made specifically for sale online of a typical Telephone pole with Power lines for Architectural backgrounds. Available still in 3DS.max, and 3DS export formats.

I regularly build stock 3D models for online sales via TurboSquid, and with the down time I had there, I would create these assets for sale to supplement the Departments bottom line.

I create outdoor virtual sets all the time, so this is something I use as well as a good item and a top seller for my prior employer.

I built out ll the little details on the lines going into the box with all the insulators, clamp rings, and various bolts and nuts to hold it all together.

You an view all online sale via the TAG, or go to my Cimarron Models here, and my own Sub-D 3DCD work here.

Cheers, THOM

Monday, March 9, 2015

Project Review: 3D Illustration for Key Art for Theatrical Advertising for the Feature film Pompeii[ 2014]-PART I

  The final deliverer 3D Illustration for Pompeii that I dad back in 2013.

I include a Z-Depth[ Distance channel] map to the client so they can adjust the image based on distance so they can add in atmosphere and depth of field to the comp quickly,and accurate to the 3D geometry in the shot.
 
I also give them a color-piker 3D render pass on a layer so they can grab by object, and in this case I did colors for the walls, buildings and ground, so they could paint in lave easier than by hand masking. I call it Smart-3D
 
Here is the Ambinet-Wireframe render of the shot as seen from the camera angle.
 
A close up on that curved bay architectural element I had to emulate for the posters.
 
A close up on the far sea wall outside the city.

 
The crowded inner city build out in 3D

An overhead shot shows the full city build I did on one day.

Here is an overlay of the comp over my render. Notice the wide bleed I give as the end user may shift it around a bit and if it is to go to finish they sometimes need the extra sides for 30-sheets.

 Here is a screen grab of the three pieces of scrap I had to build from, as well as the Art Directors clean comp that it was used in.

Project Review
3D Illustration for Key Art for Theatrical Advertising
for the Feature film,  Pompeii[ 2014] PART I


Client TriStar Pictures via Gravillis Inc.
Art Direction: Vince Tran.
Project Date: October 2013.

Today I am covering PART I in a new series of work I did as one of the last projects that I did for Gravillis Inc., once I relocated back to Colorado. You can view many posts in the past that I did for them, here.

They asked me to assist with some 3D illustrations for the Key Art presentation for the new Film Pompeii. As with much of Theatrical Print work, schedules are very compressed down, so I had only a day to build out the entire city from the air, and  I was given three images from screen-grabs, which is very typical as I have to reverse engineer out from a few shots the entire design, so off I went to build out a full city in a day.

I knew the angle and it was a distance shot, however I needed to get good details in quickly, as I needed time not just to build but to render it out at a big scale in a timely manner.

By the end of the day, I had this come wrapped up and delivered. I will have two additional posts for the next two PARTS covering some added views and concepts that I built out on day two.

Cheers, THOM

Thursday, March 5, 2015

3D Stock Model Sales: Vintage Service Station[ Gas Station ]-2005.

The base model rendered out in Ambient with wireframe OL of the Vintage Service Station.

A color test pass on the Vintage Service Station.

 The North Side of the Gas Station with the rack of Oil cans and advertisement Poster frame.

 The fully textured version of the side would be right at home on route 66.

The back of the station has an exit door a few work bay windows and the upper vent.

The downspout is on the side in this virtual shot

A birds-eye overhead view of this small town service station in wireframe.

 Two service bays with corner protection on the foundation.

An across the street viewpoint on the polygon model.

A Magic hour render of the little gas station.

Close up on those vintage gas pumps in ambient occlusion materials.

The textured version with decals applied to the globes.

A close shot down one aisle for gas.

 Textured final 3D rendering of this old time Gas station.

 An exploded view of the parts made for this exterior build out of a Virtual Service station.

 The exploded view even closer shows the many parts in the gas pump, also available by itself.


3D Stock Model Sales
Vintage Service Station[ Gas Station ] 2005

Client: The Cimarron Group.
Art Director(s): Myself.
Project Date: . December 2005.

I established a 3D Stock Model sales segment in my one man show of a Department while I was in-house at The Cimarron Group, and today I am reviewing a 3D Model I made specifically for sale online of a typical Vintage Service Station[ Gas station]. Available still in 3DS.max, and 3DS export formats.

I regularly build stock 3D models for online sales via TurboSquid, and with the down time I had there, I would fill it up with creating these assets for sale to supplement the Departments bottom line.

I enjoy vintage cars, so I create outdoor virtual sets to go along with them, like diner (s), and Drive-Ins, and this service station. I did use this model for our Smart Car pitch as seen here.

I built out many of the smaller objects using B.R.E.P. based N.U.R.B.S. and converted to polygons. Today I would go full Quad-Subdivision to allow the asset a longer shelf-life, but I di go with good details even a decade back.


You an view all online sale via the TAG, or go to my Cimarron Models here, and my own Sub-D 3DCD work here.

Cheers, THOM

Tuesday, March 3, 2015

Project Review: Looney Tunes: Back in Action [2003] 3D Logo Title Treatments PART IV

 A 3D design execution I did for Jeff Barnett from type he laid out, the B-n-W can be seen here. I gimbal'ed the individual letters about 15 degrees to get a nice overlap.

Another 3D design I did for Art Director, Jeff Barnett. I liked being able to put the iconic red circles behind this idea.

This was a design I did for the dedicated 2D Logo Designer @ BLT, Luis Sola. I did this in Sepia here.
 
Another Design done for 2D Logo Designer, Luis Sola. I really like this font, especially the 'pupils inside the double "O's".  I like the Sepia on this one the best.

 We did experiment a bit outside the toon world and did a few fonts typical in a 'Spy Caper" so less cartoon like. This was another from Luis done in Black and White as well here.

 A big toon font with a more reserved tag line cut thru the candy bar. I did this in Sepia too.


 Another fave', I love the surface cut thru on the main Title. The Sepia is here.

Project Review
Looney Tunes: Back in Action [2003]
3D Logo Title Treatments PART IV

Client: Warner Bros. via BLT Communications.
Art Director(s): Jeff Barnett, and Luis Sola
Project Date:August 2002.
Today in PART IV on my series, I am reviewing more of the 3D Titles I did for Looney Tunes:Back in Action from back in 02', and today I am continuing with the color versions I created for our pitch.

The work was developed for the Key Art title treatment for the then new, Looney Tunes film to be made that year in 2002.
I had already posted in a cartoon-themed post, some smaller versions of some of the color logos including the finish,  as seen here, but today I want to continue to review the 20+ color versions I developed for the presentations.

Simple colors were use, as this was to match a cartoon look and feel in the Title Treatment, so bright colors were the call of the day, but we did do a little experimentation with fonts.

Stay 'tuned', as I will be posting more the color ones in the future.

PART I showing the first set of sepia toned logos can be seen if you go here.
PART II covers the rest of the Black and Whites here.
PART III covers the first seven color titles, and can be seen here.

Cheers, THOM