Goldsight Pictures Studio Logo
Goldsight Pictures is an up-and-coming film production studio founded by Debora Tamay, a talented Actor, Director and Voice Over artist.
Having worked on one of Tamay’s previous projects I got the opportunity to create the Studio Logo for her production studio Goldsight Pictures.
The flat logo at the end was provided by the client and served as the anchor for the art direction as to where the end result was heading. While she had given me some general AI references on the animation she wanted and the desired ‘look and feel’ of the ‘TSG Entertainment Logo’, I mostly had the creative freedom to interpret the animation as I wanted.
After a few simple block-out animations going back-and-forth with the client, we settled on the look that became the final result you can see below.
Client
Blender, Marvelous Designer, Substance 3D Painter, DaVinci Resolve, Cascadeur
Software
Deliverables
1 Studio Logo (Animation)
Scene breakdown
Most assets were modelled in Blender and textured in Substance 3D Painter, certain assets were acquired through online stores in the interest of time, all of which have been altered, re-unwrapped, and re-textured to fill the needs of the production.
All assets have been unwrapped with a UDIM workflow in mind utilizing specific resolutions depending on how close and how far they are seen by the camera.
The clothing was created from scratch in Marvelous Designer, then textured in Substance 3D Painter.
Substance 3D Painter was utilized predominantly in this project over Mari due to the speed of texturing with the procedural generators and the lack of ‘hero assets’ which required special attention.
3D Assets
The animations for this project were a blend of pre-made and hand animated movements, all of which complied and edited in Cascadeur then exported into Marvelous Designer for clothing simulations and finally into Blender.
Animation
The scene and lighting of this project was fully made in Blender and rendered with the Cycles render engine. The final file output was MultiLayer OpenEXR which contained all direct and indirect passes, as well as depth and cryptomats for a wider freedom of editing in the compositing stage.
Rendering
The scene was re-created in DaVinci Resolve’s Fusion compositor further making smaller adjustments to color, occlusion, etc… then finally color grading it in DaVinci Resolve.