Showing posts with label Motion Graphics. Show all posts
Showing posts with label Motion Graphics. Show all posts

Project Review: Drive Angry 2011: Blue-Ray-3D Animated Menus

 Here is a final frame from the HD animation for the FBI Badge and leather case.


 Because the Drive Angry badge spins we do see the back so this is a full 360 degree model.


 Here is the Polygon view with mesh smooth ON to see the basic form of the model.


 A "Virtual" necklace worn by Billy Burke as Jonah King in Drive Angry used in the menus.


 Here is the low poly model of the necklace from Drive Angry.


 Here we see it with the mesh-smooth [subdivision added] applied to the above base mesh.


Project Review
Drive Angry 2011 PART I
Blue-Ray-3D Animated Menus

Client: via  Summit Home Entertainment via The Cimarron Group.
Art Director: Brian Larson.
Project Date: February 2011.

About one year ago I did my last job for The Cimarron Group, who were my full time employers for about six years from late 2003 to October 2009. As budgets dropped so did my contributions to Blue Ray Menus, but for Drive Angry, I got the call, and helped render out nearly 500 HD frames of animation for the menus for Brian Larson,with whom I have done a few projects posted here with in the past.

In this PART I posting, I have two main props from the film I recreated in 3D, and I also animated the assets to fly into camera and hit the virtual windshield, our TV screen, as you make your choices in the menu.

In the film there is a Devil Worshiping Cult Leader who is the nemesis of Nick Cage in the film, and I built out his necklace from the film, all Sub-D, as well as the badge for the "Accountant" who is chasing him down from Hell with an FBI badge that magically appears, with his coin toss[ I did that too look for a PART II soon]. William Fichtner does an outstanding job as 'The Accountant', IMO.

Cheers, THOM
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Project Review: NEXT (2007): 3D Motion Graphics Design PART I

 Frame One of the final Finished Title treatment for the film NEXT from back in 2007.


 The final animation I provided to Tom Kositchotitana in Motion Graphics had 3D motion blur used on the 3K frames.


 An animated Gimbal move with the type letters rotating into the final position.


 Almost seated and final in about 1 second total for the move.


 The last frame with all seated and a slight flare near the 'X', in Next.


 Here we see a simple 3D heavy beveled type object in a mesh-view, but look closely, as I convert these simple items to an editable polygon , and then put a little bevel on all edges to catch mini highlights on a small face edge as a third read. This adds a lot to a simple object like this, as the lights will naturally animate on these little slivers well.


Project Review
NEXT (2007)
3D Motion Graphics Design  PART I

Client: Revolution Studios via The Cimarron Group.
Art Direction: Geoff Calnan, Tom Kositchotitana, and myself
Project Date: January 2007


Today I have posted up my first in a series on the 3D Animation Motion Graphics work I did for this film[ among others]. I primarily do print work, with well over 1000 3D logos done this last decade for Theatrical clients, but I have also finished to film nearly 85 final Motion Graphics pieces, like what is seen above and is in the final trailers as well.

I always work with an After Effects artist on Motion Graphics work, as I am a 3D Animator/3D Designer to them, and I provide the raw frames for their composite.

 I have worked with Tom K. for almost every Motion Graphics piece I have done[ 95%], and we always get this type of work finished on time and under budget whenever we have done the 'T-N-T**' production.[**Tom and Thom]

For today, this first part in this new series, we see a simple metal 3D logo with a heavy extrusion gimbaling into frame for a Title seat. I added the double edges on all sharp outer parts to get that little highlight running around the edges as well, something I often do to simple stuff like this.

It is FUN to create and deliver this stuff!

Cheers, THOM




read more "Project Review: NEXT (2007): 3D Motion Graphics Design PART I"

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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Project Review: Star Trek:The Original Series: Motion Graphics for DVD sets 2004

 Frame 001 of the DVD case from Season 2 for Star Trek that I built and animated in 3D for the Home Entertainment release back in 2004.

 Frame 45 into the animation as it turns slow to camera...


 Near the end it flips in 10 frame fast to reveal the embossed badge in the back of the case[ Boolean!]


 Frame 001 from Season three for the DVD set release from Paramount Home Entertainment back in 04'


 This one was a slow roll[ gimbal] so it had 320 frames to the animation.


 Here is the model itself front and back in an ambient shader.

 Here is a quad model view of the box I built for the MGFX move, a screen grab from 3DSmax.


Project Review
Star Trek:The Original Series Seasons 2, and 3
Motion Graphics for DVD sets

Client: Paramount Home Entertainment via The Cimarron Group.
Art Direction: Myself and the whole team.
Project Date: October 2004.

I did an occasional Home Entertainment job while at The Cimarron Group, usually as pick-up work, so for this project, Paramount designed these new molded plastic cases and wanted to do a camera move on them so I built them using the nPower Power Solids modeler to get the complex case built fast enough to use in the animation moved that I rendered for the job. I did season two, and three, in blue and red corresponding to the colors for the uniforms from the original TV show.

The delivery was 450 frames at DV rez and I alpha channeled all files so the Motion Graphics team could drop my 3D into he piece for finishing simple enough. 

Nice thing is they change the packaging every few years so the work is always there cycling through.


Cheers, THOM
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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
read more "Project Review: Indiana Jones and the Kingdom of the Lost Skull: PART III Mayan Calender stone Icon Build"

Project Review: Robots 2004 Motion Graphics-3D Animated Cards.

 A card where the "g" in Missing, falls off, and bounces into camera with turning gears etc...


 In the Adventure card in a billboard scene, the type flickers on in Neon.


 We ended up with a cool rocket that flew into scene to show "Adventure" for Robots back in 2004.


 A Title Logo using the font supplied by the studio at the time.


 A reference Card for Ice Age to help promote the Studio behind the project.[ Not used]


A spinning gear flips fast around to reveal this "ACTION" 3D Neon sign I made for the film Graphics for Robots.


Project Review: Robots 2005
Motion Graphics 3D Animated Cards.

Client: Twentieth Century FOX film Corp. via The Cimarron Group.
Art Direction; Erik Counter.
Project Date:Summer 2004

I had a fun opportunity to develop the looks in 3D for these Motion Graphics Cards for the Animated Film Robots, from Blue Sky Studios back in 2004.

I was working with Erik Counter on the Herbie Project so he also, wanted to use my 3D skills for this piece with some fun little viginettes of old neon signs, and things for the Motion Graphics look to present to the client.

I had a great tiume on the project due to the professional nature of Mr. Counter, he was always great to work with, as he himself uses 3D quite a bit, and was easy to create with someone with the knowledge to back up any crit. 


Cheers, THOM
read more "Project Review: Robots 2004 Motion Graphics-3D Animated Cards."

Project Review : The Island 2005-PART II


 A Logo done for Calvin Sumler for the Print work. I did a curved alt cut up here as well.


 Adrienne Burk gave me the illustrator file and a piece of Logo scrap she always loved to emulate this look for her.


 A Calvin design done for Erik Counter our resident Predator at Cimarron at the time.


 An alternate metal plated design done for Adrienne Burk as well.


 Another Calvin Logo executed for AV.


 One of my favorites with the vectors from Calvin Sumler.


 An alternate view and material on Adrienne's design.

Project Review
The Island-2005
PART II

Client: Warner Brothers via The Cimarron Group.
Art Director(s): Calvin Sumler, Adrienne Burk, and Joseph Stamper.
Project Date: Winter 2004

This is my second posting for the various 3D Illustration design work that I did for both the Motion Graphics and the Print Divisions at The Cimarron Group for the film The Island, starring Scarlett Johansson.

I was tasked by a few different Art Directors to develop some main title logo loos in 3D. We used metla and glass as the textures and all were a bit light in value as the film had a blue sky look that ws being pushed at the time.

A fun project, and once we started animated the logos they came alive with the moving lights and reflections.

You can view PART I here.


Cheers, THOM
read more "Project Review : The Island 2005-PART II"

Project Review: Dreamcatcher PART II: Virtual Dreamcatcher 3D Model Details


 Here is the final design for the Virtual Dreamcatcher I did a decade ago at BLT.


 I built the feather out as a 3D object with all "hairs' and individual tips.



 A full shot of the model showing most was modeled not a texture exercise.



 All wood was twisted triple rounds so I had a grove running the length of all sticks.



 All the little "bits and pieces' were scattered on the main model for close-up detailed shots int he AV work.



 The original FAX'ed copy of the design from the film done by Mark 'Crash' McCreery.


Dreamcatcher 2002
PART II
Virtual Dreamcatcher 3D Model Details

Client: Castle Rock Entertainment via BLT and Associates.
Art Director(s): Alon Amir, Alen Petkovic
Project Date: Christmas 2001

In this second post on the 3D dreamcatcher model I built for BLT back a decade ago now, I have some close up shots showing the details that went into the 3D virtual Model, that was used in the international Motion Graphics Trailers.


I made the mesh very detailed, as we had a duplicate actual hero prop from the film there, so I tried to achieve a look that was consistant.

I also had the rough sketch done by Mark 'Crash' McCreery that was FAX'ed, YES FAXED[ remember those!] to us to build off of, so I built right over the sketch in 3DSmax.


This was one of the first high detailed models a that I attempted to build out for print, and it did take a while to render out I remember, as it approached a million faces, and this was back with Max 4.0, whew!


You can view PART I as well.

Cheers, THOM
read more "Project Review: Dreamcatcher PART II: Virtual Dreamcatcher 3D Model Details"
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