warner bros id

RICH

HIGHLY DETAILED

IMMERSIVE

Create a 3D version of the logo specfically for one of the following movies that are set to hit theaters 2023 and 2024.


concepts

design

animation

CONCEPTS

01

02

THE BREACH

because I choose the hell of humans killing each other over the hell of being eaten

this logo concept utilizes the moment wall Maria fell. Many had died. But the one that survived, swore he would put an end to the titans overwhelming power over the human race. The design is inspired by the titan that destroyed the wall, allowing many more to breach.

SCARS

if you win, you live. If you lose, you die. If you don’t fight, you can’t win.

inspired by the walls protecting humans become lesss and less relevant as form of protection. As the titans killed many… so did the humans kill amongst each other.

ZBRush

Logo dev.

The creation of the Warner Bro Logo began in vector format with the use of Adobe Illustrator to ensure that everything part of the logo was placed correctly and to scale. I was able to take the vector information out of Illustrator and turn that into splines in Cinema 4D. The splines could then be extruded and turned into a 3D object. But my process didn’t stop there, in order to turn the Warner Bros Logo into a fleshy structure, it required more topology, and thus I had to use Cinema 4D’s volume tools, as well as it’s remesh tool to get that effect.

Sculpting

All sculpting was done in ZBrush to ensure a detailed, organic model in a non-destructive workflow. I used brushes like clay buildup to create the overall mass and base striations of the muscles; then used the inflate brush to create the effect of higher and lower-most layers of intertwining muscles; and then with a dam standard brush I was able to finalize the striations of the mesh, as well as ensure the separation between different muscle groups.

VISUAL IDENTITY

Textures

This project utilizes subsurface materials to simulate the scattering of light beneath the surface of the skin, and through the musculature of the scene’s fleshy components; creating a realistic representation of organic or translucent materials for flesh, wax, jade, and leaves. All surface structures of the model were made by hand in Maxon’s ZBrush as a proficient solution to the project’s need for a high-poly mesh using the program’s clay buildup, clay tubes, damstandard, and inflate brushes.


cOLOR PALETTE

Fleshy. Crimson. Scarlet.

The color palette of this film is put in place to paint the scene in a fleshy, organic environment of muscles, tendons, cells, and other parts of the body that make this project feel like we are in a way surgically under the skin; the lighting playing a role in that, as well.

The scene recreates the titan-shifters’ attachment to the internal parts of a titan. Thus, the Warner Bros logo is intertwined with what It means to be against humanity (and other titans) in the world of Attack on Titan.

TECHNICAL PROCESS

CINEMA 4D

Lighting

I used worked between Cinema 4D and Redshift to replicate surgical lighting in a 3D scene. The goal was to simulate the clinical, bright illumination that the researchers within Attack on Titan would have taken in order to conduct their research on what the titans are, and the truth behind where the titans came from. An emphasis on the use of focused beams that penetrate the translucent innards, revealing the detailed anatomy underneath.

Texturing

For the texturing, I used a combination of bump maps and tools within Maxon’s ZBrush to draw on the textures. This was done in order to ensure the realism of the form and striations of the musculature across the titan's innards.

signficance

The focused, sterile light penetrates the layers of organic structures, revealing vivid anatomical details such as muscles and tendons. Such realism was used to evoke a visceral reaction from the audience, making scenes feel immersive and almost gross in a way. The clinical quality of the surgical lighting setting a serious, almost unsettling tone.

REDSHIFT

I textured the muscles using RedShift’s subsurface scattering to create a translucent effect over the thinner parts of the mesh to create the scene’s organic quality. This effect worked well over top of the meshes that were made and then exported back into Cinema 4D for lighting and additional texturing.

Animation

I animated the scene using Cinema 4D’s keyframe properties and camera parameters. Most of the workflow was done in the camera settings to create a transitional effect in the narrative between the titan’s mouth and the Warner Bro’s Logo. The animation is heavily reliant on the exploration of the scene as the camera travels through the ominous opening of the jaw and brings the Warner Bros logo into a world that portrays the disgust and the horror of not only being in a world full of titans, but within the guts of titan itself.

Animation SFX

The sound effects were specifically stylized with the help of Kelly Warner, the on-site sound designer for our motion design department. The opening of the jaw itself was a series of branches, crunching sounds, impact and wet sounds to get the gushy sound the scene needed. War can be heard from inside the skin hinting at the monstrosities’ assault on mankind. It was a great experience in developing abstract solutions to sound design in animation.

FNL ANimations

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