Showing posts sorted by relevance for query indiana Jones. Sort by date Show all posts
Showing posts sorted by relevance for query indiana Jones. Sort by date Show all posts

Wednesday, May 9, 2012

Project Review Indian Jones and Kingdom of the Crystal Skull PART IV Home Entertainment Motion Graphics Cards

I did these HD Motion Graphics cards for Indiana Jones, that were slammed via After Effects for the Home Entertainment Department at The Cimarron Group.


 All Type was hand built as there is no exact font. Here is my smallest card.


You will see that I bent the extrusion down in back to exaggerate the perspective done in 2D for the Indiana Jones DVD release.


I did about 10 cards in all, every one hand laid out and built in a day for Motion Graphics.


 The Main Indiana Jones Title in 3D I built for the DVD Release.


Here is the model as I built it in polygons for Indy Jones IV.



A Quad view of the Indian Jones Final MGFX Card, exploded out to show the three main objects with three various textures used.
Project Review

 Indian Jones and Kingdom of the Crystal Skull
PART IV Home Entertainment Motion Graphics Cards



Client: Paramount Pictures
Art Director: n/a
Date: Spring 2007


This is fourth posting for the work I did for Indiana Jones four, The Kingdom of the Lost Skull, and today I look closer at the Motion Graphics work I did for the Home Entertainment Department at Cimarron for the DVD release after the film was in theaters.

This work was done to match a 2D effect provided to us, so if you look close, you will notice I did not cap the face of the bevel, but the bevel is hollow, thus creating an internal shadow. The final design we followed from the client was done in Photoshop, and I had to match this 2D faked 3D look in actual 3D, which is always time consuming, as the perspective and bevels in Photoshop are "FAKE" [ and wrong] so you end up bending and twisting the object to match the fake look that was bought off.

Someday a 3D logo will be presented all in 3D, right from concept down to completion, then these types of expensive back-fits making 3D look 2D/3D, would be a thing of the past.


You can view PART I here.
You can view PART II here with a detailed look at the DC-3 plane I built.

PART III can be viewed here.


Cheers, THOM

Wednesday, December 14, 2011

Project Review: Indiana Jones and the Kingdom of the Lost Skull[ IV] PART II: DC-3

 The DC-3 I built for some Motion Graphics pitches done at The Cimarron Group in 2008.


 A side shot showing the modeled panels, rivets, metal warps, and gaps[ no texture mapped fakes]


  A shot showing the engine pod detailing on the DC-3 from Indy 4.


 A Grey scale render showing the surfaces smoothed near the nose.



  A Grey scale render showing the underside of the plane, seen in bank shots.


  A Grey scale overhead render of the plane I made for Indiana Jones 4.



  A Grey scale render Showing the wing details with a back-light catching metal buckling on the wing skin etc.



 A Quad view of the model with sub-division OFF.


 Indian Jones and Kingdom of the Crystal Skull
PART II: DC-3 Model



Client: Paramount Pictures
Art Director[s]: Calvin Sumler, Joseph Stamper, and Chris A. Hawkins
Date: Spring 2007


This is second post for Indiana Jones four, The Kingdom of the Lost Skull, showing the work I did for the advertising key art, and especially for Motion Graphics work.

Today, we look closer to the DC-3 plane I built for trailers we pitched for Indy. We went with the red line animated on a map look from the films interstitials, but updated it to the plane POV done in full 3D. The animator Ehren Addis, a pilot himself, rigged and finished the work out for them.

The MGFX team bought a model online but it lacked the details, and the level of finish needed to sell the idea, so I was tasked at re-doing the entire outer skin of the plane. 

You can view PART I here.


Cheers, THOM

Wednesday, February 15, 2012

Project Review: Indiana Jones and the Kingdom of the Lost Skull: PART III Mayan Calender stone Icon Build

 The final main Mayan Calender Icon I created in 3D for the Key Art presentations, as well as a MGFX piece is here above. The outer ring was taken directly from a Mayan calender stone we found while doing research.


 Here is the above object with the outer ring deleted. It is also in an animation sequence with the four separate rings both turning and moving back into the depth of the 3D space.


 This was one animated reveal we did with the light limited to the front face of the icon so the skull was easy to read and fade to black with just an edge lit circle ending the piece.


 Here is the geometry for the main logo, you will not that the outer ting required a bunch of polys to displace it properly, and the object was to export to two other platforms so I could not use a 'live' displace modifier, in needed to be baked in.[ 2 million faces!]


 A close up on that outer ring show the level of detail in the model I built.


 With the smooth tuned-OFF,  you can see the base mesh in quads I built for Indian Jones IV.


A Quad view of the Indian Jone four Mayan Calender model, with sub-division OFF[ turbo-smooth], and the parts exploded out to view them separately.
Project Review

 Indian Jones and Kingdom of the Crystal Skull
PART III Mayan Calender Stone Icon Build



Client: Paramount Pictures
Art Director[s]: Joseph Stamper.
Date: Spring 2007


This is third posting for the Key Art Design work I did for Indiana Jones four, The Kingdom of the Lost Skull, today I look closer at the Mayan Calender based Icon I built for the pitches.
This work was done for Joseph Stamper in the Design Print Division at The Cimarron Group. We wanted to create an Icon using a skull in both crystal[ as seen here], as well as include the Mayan Calender , a stone circle with the rings as separate carvings, so the icon could animate in and out of phase to show of , or 'reveal' the skull.

What is wonderful in 3D is the ability to light based on  a virtual distance from camera, or view, so I can set the light to just hit the face of the design, thus the skull is revealed via a lighting trick in Motion Graphics.

I created this Icon for Print, Living One Sheets, as well as AV and WEB, using a fully animated sequence. It was built all quads using the Power Boolean function from n-Power built into 3DSmax, and was textured in procedural textures using Simbiont and the Dark Tree programs.
You can view PART I here.
You can view PART II here with a detailed look at the DC-3 plane I built.


Cheers, THOM

Thursday, October 3, 2013

Project Review: Indian Jones and Kingdom of the Crystal Skull-PART V: Aztec Adobe Skull Wall Comp.

 The primary Image I created was this built brick Adobe'ish Wall utilizing the Mayan/Aztec look to the Skull for the teaser poster.


 I provided a few alternate angled bedsides the front camera view as with this ALT.


 The second alternate view for the comp.
 

 I also did a comp that was colorized using a few colored shaders.
 

In this STEP I: exploded view screen-capture you can see all the various parts I made to combine for the various parts in the design.
 
 
 In STEP II: we see the various parts lined up and ready to Pro-Boolean. I always save this step[ as with all others] so if there is an issue I can nudge a part here or there to get the booleans working, as they are tricky math equations so it takes a bit of patience.


STEP III: The final Boolean object output with quads to break up the surfaces and remove triangulation which a cannot be subdivided with a good result.


STEP IV: A Quad view showing the final models with subdivision added to round out the objects.

Project Review
 Indian Jones and Kingdom of the Crystal Skull
PART V Aztec Adobe Skull Wall for Print



Client: Paramount Pictures
Art Director: Joseph stamper
Date: Spring 2007


This is fifth posting for the work I did for Indiana Jones four, The Kingdom of the Lost Skull, and today I look closer at a fun Aztec styled comp I created for Art Director Joseph Stamper. He gave me some direction and colors and I proceeded to create this full edge to edge 3D render for the stone wall comp.

Early in the process we do not have full information on the films, but they do give enough info to create the assets needed, and at the time we were directed to create skulls with Mayan and Aztec influences.


I built this 3D comp out using the great N-power Pro-Boolean Plug-In in 3DSmax and this allows the Boolean to output in quads so you can blend the parts into a single part with nice flow in the filets and rounds.

Above you can see my step by step set up to create the final parts. I did separate them into blocks or bricks, but within each brick some were made from dozens of parts.

To finish this off I used the Final Render Dirt shader along with the Darksim Simbiont  Procedural shaders via a custom shader I wrote in Dark Tree.


You can view PART I here.
You can view PART II here with a detailed look at the DC-3 plane I built.
You can view PART III  here, this covers a round calender for living one sheets and MGFX.
You can view PART IV here, covering the DVD type matching I did.


Cheers, THOM