Showing posts with label quads. Show all posts
Showing posts with label quads. Show all posts

Project Review: S.W.A.T. the Movie 2003-PART III-Tactical Personnel Van

 A straight on back shot of the S.W.A.T. van that I built for the feature film marketing. This was designed around a few comps done by the team of Art Directors on the 'pod' for the project back in 2003 while at BLT and Associates as 3D Designer.


 A Worms Eye angle looking up with the back door on this SWAT van, with the back opened up with a few cast members coming at 'Ya.


 A low angled back view with a bit of 'dutch' on the camera, with the back closed up again.


 This overhead shot shows that all details were limited to what was seen in the renders so no front or even side details.


 I went to great detail to be accurate on the door locks and stays that keep the back doors open on these vans so that they would be accurate in style for the iconic vans used by S.W.A.T.



  Here is that back shot in polygons so you can see the level of detail that went into the individual parts on the van.


S.W.A.T. The Movie 2003PART III
The Tactical Personnel Van

Client: Columbia Pictures Inc. via BLT and Associates.
Art Directors: n/a
Project Date: Winter 2002-3.

It this third posting for the work I did for the TV to film adaptation of S.W.A.T., from almost a decade back now. I did this work while I was still an in-house 3D designer at BLT and associates back in 2003. I had done a couple dozen 3D Logos for the film posted here, as well as helping out with the teaser trailer.

In today s blog post we look at the back end of a typical Personnel van used by S.W.A.T. teams in the past, so they wanted an iconic look for the teaser with a van doors.

I built this 3D scene out as all hi-rez, as this was before I perfected my quad modeling techniques over the last decade,  and this was a fast turn around as usual so I did a speed model of the van.

I built out just the back of the van, and a bit of the sides, since we were just creating teaser shots for a few comps using the backside of this van for the posters.

I have a few more posts on S.W.A.T., that I will try and post up these in the future, so keep an eye out.

You can View the logos in PART I here.

You can view the M4 Carbine I built here for PART II

Cheers, THOM
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Project Review: Laptop PC- Stock 3D Model 2007

 Here is the main shot of the generic laptop in a gun-metal plastic case.




 A close up detailing the stickers and USB  ports on the side along with the Blue-Ray DVD drive.



 A few lower resolution[ 960 x 540 DVD menu] renders of the Laptop model I designed and built out.


 A Polygon Mesh view showing the details built out in this laptop model.


 A close up of the USB port side of the laptop detailing the start button, speaker grills etc.


Project Review
Laptop PC- Stock 3D Model 2008



Client: The Cimarron Group.
Art Director: Myself.
Project Date: Summer 2007

While I ran the little 3D department of one, at The Cimarron Group, I built up a library of 3D assets for a variety of jobs that had come in, but I also anticipated what I might need, and more than once, I needed a generic laptop, so I built one out quickly for a few presentations.

I used in for Neurocomp Systems for the EEG meter design they used a typical laptop on the cart so I had this available for that render. I also used it for the WB Live website renders, to illustrate how to transfer data from an iPhone to a Laptop, though they ended up buying a Mac model instead. I also used it for some blue Ray menus for Sex Drive, for the Home Entertainment department as well. 

The model was built very quickly, as I was in between projects and fit it in. I rendered it in various materials for the differing jobs but it worked out well animated with the lid, as well as the lights etc. I plan a full quad version that I will re-design and sell in the future.

Having had 3 years of product design at Art Center certainly helps to get a quick generic product design that emulates what you would find in a real store, but still be generic enough not to stand out as a specific model of a Mac or Dell etc.

Virtual stock photography has the advantage, in that the corporate logos need not be covered up on a Laptop like this, you simple leave them off or make one up. 

This also saves money, in that you can buy the image outright without any added usage fees for added applications that a stock photo usually has go along with its use.

Cheers, THOM
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Project Review: 21: Blue-Ray and DVD Menus-3D Animation + Illustrations

 A frame from the final HD Animation I did for the Blue-Ray DVD menus for Art Director Hesham Morsy at The Cimarron Group back in 08'


 Here is a 'Hero' shot of the Virtual Blackjack table I built for the project


 A Player POV[ Point of View] shot for a menu. I was ready to animate cards etc.


 The overhead move down to the table felt is seen here in the opening frame of a proposed Style Frame.


 A Dealer POV shot for the Blackjack game done for the presentation for, 21 the film back in 2008.


 Here is a shot if the blackjack table built fast and dirty with only the padded rail done in quads.

Project Review
21
Blue-Ray DVD Menus

Client: via The Cimarron Group.
Art Director: Hesham Morsy.
Project Date: April 2008.

Back in the fall of 2008, I was still in-house at The Cimarron group, and got to work with Hesham Morsy, on the Blue-Ray DVD menus with him as I did on, "So I Married an Axe Murderer" the prior year. I have worked on a a couple dozen projects with the AE[ After Effects] team on Home Entertainment over the years, always a pleasure.

For this project, I provided two parts; First a 3D animation sequence in HD of flying poker chips, cards, and Playing Card Icons of Hearts, Clubs, Diamonds, and Spades, and Second a Blackjack table interface for the menu itself.

I built out a fast and quick model of the Blackjack table game, as the budget was smaller, as they had been each year so 3D got squeezed out of production over time, but it was sure FUN while it lasted. I reused some stools from the Felini's Model I built for the owner of Cimarron, and the chip was a reuse as well, but the piece was scrapped, though the 3D animation transition I did, was rendered and put in the final.


Cheers, THOM
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Project Review: Twilight Logos PART IV: 3D Logos for Eclipse, the third film

Round 1 was almost final for Twilight Eclipse, I just adjusted the texture mapping a bit and we were done.


Here is the final 3D Logo I did for Eclipse the third film in the Twilight series back in 2009.


Here is a quad poly view showing the scene layout with the 3D welds re-sued for each film.


This is a combo Ambient render and screen capture showing the lighting set-up for the aura around the full moon eclipse.




The texture map breakdown shows the procedural base material with the supplied texture map from the Art Director, Joseph Stamper.



Twilight Logos PART IV
TWILIGHT ECLIPSE PART III
3D Logos and Illustrations for Print Advertising

Client: Summit entertainment via The Cimarron Group.
Art Directors(s): Calvin Sumler, Joseph Stamper, and Chris A. Hawkins.
Project Date: Winter 2010.

I had the great privilege of working on all four Twilight ad campaigns, and today I post the work I did for the finished 3D Logo for the third film Eclipse done back in 2009, A bit out of order as I have posted the others already here so you can search using the Google toolbar up top on the LEFT..

Early in the series I had the room to experiment more with the look and feel of the logo, and we did a whole lot more variation and 3D sculpting, but as we moved forward they wanted a simple extruded logo so that is what I did.

On this third film in the series, I only did two versions of the logo for Joseph, and the only change was the scale of the texture map used, was made ultra small for a fine detailed look. The main 'gag" so to speak was the full eclipse of the "dot" in the letter I. I back lit the 3D scene with 3 different volumetric lights to get the aura feel correct around the moon. I also combines a Procedural texture and photographic color to achieve the look needed for this third round.

You can view PART I for the first film here.

You can view PART II for New Moon here.

You can view my 3rd post for Breaking Dawn HERE.


Cheers, THOM
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Project Review: DOOM the Film 2005


 The simple straight on shot of the 3D Doom Logo for the 2005 film, done in December 2004 while at The Cimarron Group.


 Here is the top logo with a lowered camera and a small 2% lens curve[ fish-eye] added using Final Render.


 A severely rusted out[ bottom of the Sea] look to this DOOM logo I did.


 First of these three Orange HOT glowing glass variations on the Doom Logo for the film from 2004.


 I used procedural cracks in this version of the glass using the Simbiont Plug-In.


 A glass logo with a brushed metal plate top face was standard fare for Motion Graphics Jobs during my time there so we hit that here to in warm tones[ gold aluminum on orange glass base.
Also this has 25% curve used to distort the lens, a great feature built-into Final Render.


 Here you can see the simple two part model I built as geometry, that I curved the back of the extrusion so the edges would drop back farther and lower than the center for all final views.


DOOM the Film 2005

Client: Universal Pictures via The Cimarron Group.
Art Direction: Chad Robertson
Project Date: December 2004

I had a one day gig working on a 3D title treatment for the film adaption of the famous video game Doom, back in 2004 while I was still and in-house department at The Cimarron Group out of Hollywood , CA. 

I worked with Chad Robertson on this job, and Chad and I have done work both prior to Cimarron, at BLT, and after Cimarron through Ignition Print, I always enjoy working with painters like Chad, they inspire me.

The logo design itself, was locked from the game era products, and they wanted to see a few 3D versions as a test, so I provided about a dozen examples to the Print Department there at Cimarron. Orange Glass was a big theme and aged metals, so most were in this family of textures as delivered.

A fun project that did not finish however for us, but as always as a Concept Designer, most of what we do is conceptual and not finished anyhow, but we learn though the process we do in creating these things and get faster and better as designers.


Cheers, THOM
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Project Review: Piranha 3D 2009-PART II:3D fish Illustrations

 Here is the base fish I built out for Piranha 3D, and in a few Hrs it was ready to render.


 The first shot I did of Virtual Piranha was a swarming shot no specific direction.


 This shot the Piranha came at camera


 A fast swim shot going to a single point in a straight on perspective for Piranha 3D.


 Here is the same basic shot pulled back with 4X the fish in the shot.


 I dropped the camera on that last shot to look up to the swimming hotty added into the comp in this last one from back in 2009 for the first remake of Piranha.



PIRANHA 3D
PART I I 3D Fish Illustrations

Client:Dimension Films via The Cimarron Group.  
Art Director(s): Brian Lauzon, Chris A. Hawkins, Rob Russell.  
Project Date: Fall and Winter 2009.

In this second posting for my contributions to the Key Art for the Remake of Piranha 3D back in 2009, I cover the fish themselves I did for the project.

After seeing the Posters for the next one, Piranha 3DD, I see that there is nothing new under the sun, as this direction was used in the 70's and again in 2009[ as seen above], and again now in 2012.

At the time I started, we did not have good scrap for the fish so I built a modified regular Piranha to adjust it to use for the comps presented. The fish itself, was a fast mock up in 3D and I did a few variations with bends and turns so I had about 5 to 6 different fish to scatter about. I did get the shot from the film but we did not update the renders due to budgeting.

Most of these were done for Art Director Brain Lauzon, and he provided some sketches for base direction as he had a series of ideas that had the fish going up, back, and right at us.


This is a perfect fit for 3D Illustration, as I know many an Art Director cutting out fish and doing a 200 layer PSD comp to achieve this with photo-scrap, whereas in 3D I merely move the camera lights and pose the fish to get exactly what is needed in a single render.

You can review my first set of 3D logos in the first Posting here.

Cheers, THOM

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Project Review: Sand's Bethworks: PART II-Icon Design Iron-worker sketches.

 I ended up turning the head in this early 2D sketch at us, for this sketch with the Iron-Worker lifting the beam in place.

 A wide across the body hold on the I-beam for this Iron-Worked Idea.


 An across the body held tight shot was my second favorite idea. Easier to make an Icon with a tighter compact design like this.


 Here is the final Idea as an overlay for the Iron-Worker hammering in a spike into the flat beam which would be the logo holding device in some form like these.


A re-post image from the MMA fighter I did for, Will Ragland at Ragland Inc. The execution was to be identical in nature to what I gave Will. It was to be quad modeled and built in iron.



Sand's  BETHWORKS
Bethlehem PA.
PART II

Clients The Sands via The Cimarron Group.
Art Director: Darren Keller and Andrew Marciniak
Project Date: Summer 2007.

This is the second post for a new Casino proposal built in an old steel mill in Bethlehem PA, and for this second posting I am putting up my little gesture sketches I did for the Iron-worker Idea they pitched.

I did a few quick Ideas with an Iron-worker and a metal I-Beam in hand being carried and finally being hammered as the final. I planned on doing a stylized model like what was executed for Fighters Only project, that I did for Ragland Inc. here, so it was to be a metal sculpt of the icon.

They wanted to pose it alot and since it is a molded model, the time factor was not conducive, so they went to just the 3D logos. 


Very Fun Project all in all.

You can view PART I here.

Cheers, THOM
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Project Review: Launch City PART VIII[ 8th]-The Target Jukebox Design 1999.

Here is the original final shot for Launch CD-zine Issue #40 from 1999 @ 640 x 480 the size limit at the time fro shockwave to run smoothly.



I did a quick open and re-render at a higher rez to show some details[missing a few maps though after 14 years...]


Here is the main screen shot in geometry showing the model details I added in.


The set was a two wall configuration and I built a little conduit with the parked gum pushed up in the crack.



Here is a shot of the full to the floor jukebox as geometry for Launch.com

 Launch City Part VIII
The Target Jukebox design for Issue #40

Client: Launch Media Inc.
Art Director: Myself
Project Date: 1999

In this 8th post on LAUNCH city, I am posting work done on a jukebox built out for a Target sponsored space with a fully animated 3D jukebox.

This was one of my very first projects I worked on when I joined the three man team as Art Director in 1999. I love to model in 3D, and that seems to be something that many people do not like. 
 
To me the fun part is the build itself. I love the process of construction. This may be due to the fact that I am an avid woodworker, copper smith, and I love to sculpt and create, so naturally I would love virtual building too.
 
I made the model close to, but not exact to a famous iconic Juke box from the 50's for the project, and I passed it over to Cayce Justus and he skillfully rigged it up and animated the arm and curtains inside for me.
As a point in 3D history this is the project where I made a material editor breakthrough in 3DSmax with Chrome and Glass and applied it here in the default scan-line rendered. 
 
Remember this was 14 years back, pre GI and all the good render tools we know see as commonplace were not out yet, so lots of ambient lights to simulate bounce etc.

Cheers, THOM

To view PART I on Launch City you can go here.

To view PART II go here.

To view PART III for the Train Station "Twitch" look here.

To view PART-IV look here.

To view PART V- you can click here.

To view PART VI [ the sub!] go here. 

To view PART VII-The Vault, go here.


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Project Review: Mean Girls 2004: Motion Graphics 3D Logo design

 Round one had clean simple type done in diamonds and platinum for Mean Girls in 2004.

 A shot of the bracelet on black with the satin removed as an alternate for the MGFX design.

 This is the final that finished at 4K for the International Trailers.

 Here is a shot of the final image in quads showing the build.

 A low angle shows off how much I moved the letters around to fit the pink cloth final finished logo for Mean Girls.

  Here is a shot of the quad model showing. the welds I built into the chain links using the nPower tools.

Project Review
Mean Girls 2004: Motion Graphics 3D Logo design


Client: Paramount Pictures via The Cimarron Group.
Art Direction: Michelle Jackino and Erik Counter.
Project Date: Spring 2004.

My very first early Motion Graphics piece from my days at The Cimarron Group from 2003-2009, was done while Michelle Jackino ran the AV division, and I had the pleasure to work with the in-house Predator Erik Counter on Mean Girls.

Mean Girls needed a charm bracelet, fully built as the 3D logo for the piece, so I proceeded to begin my design in 3D. I started very straight and flat, but later on was directed to  really move the letters around so we put it on some pink cloth and I modeled it to conform to the shapes. It ended up finishing for the International Trailers.


Cheers, THOM
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