Senin, 05 Maret 2012

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

And this?

Jumat, 02 Maret 2012

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