ᱵᱤᱥᱚᱭ ᱨᱮ ᱪᱟᱞᱟᱜ ᱢᱮ
Mateus Morgan ᱨᱮᱱᱟᱜ Freeway Loud ᱓ᱰᱤ ᱩᱛᱯᱟᱫᱚᱱ ᱮᱱᱤᱢᱮᱥᱚᱱ

Mateus Morgan ᱨᱮᱱᱟᱜ Freeway Loud ᱓ᱰᱤ ᱩᱛᱯᱟᱫᱚᱱ ᱮᱱᱤᱢᱮᱥᱚᱱ ᱫᱚ ᱪᱞᱚᱪᱤᱛᱨ ᱯᱨᱚᱛᱤᱡᱚᱜᱤᱛᱟ ᱵᱷᱟᱜ ᱨᱮ 2024 A' Design Award ᱨᱩᱯᱟ ᱯᱩᱨᱚᱥᱠᱟᱨ ᱨᱮᱱᱟᱜ ᱟᱹᱰᱤ ᱢᱟᱱ ᱟᱠᱟᱱ ᱡᱤᱛᱠᱟᱨ ᱠᱟᱱᱟ᱾


ᱨᱩᱯᱟᱪᱞᱚᱪᱤᱛᱨ· 2024

Freeway Loud ᱓ᱰᱤ ᱩᱛᱯᱟᱫᱚᱱ ᱮᱱᱤᱢᱮᱥᱚᱱ

Mateus Morgan ᱞᱮᱠᱟᱛᱮ

ᱜᱟᱦᱟᱠ: Morgan Studio

ᱪᱞᱚᱪᱤᱛᱨ ᱵᱷᱟᱜ ᱨᱮ A' Design Award ᱨᱩᱯᱟ ᱯᱩᱨᱚᱥᱠᱟᱨ ᱡᱤᱛᱠᱟᱨ

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ᱡᱟᱸᱪ ᱟᱠᱟᱱ ᱮᱣᱟᱨᱰ ᱡᱤᱛᱠᱟᱨ

#156123 ᱞᱟᱜᱤᱫ ᱮᱣᱟᱨᱰ ᱦᱟᱞᱚᱛ ᱡᱟᱸᱪ

ᱨᱚᱝ

ᱰᱤᱡᱟᱭᱤᱱ

Freeway Loud ᱓ᱰᱤ ᱩᱛᱯᱟᱫᱚᱱ ᱮᱱᱤᱢᱮᱥᱚᱱ ᱵᱟᱵᱚᱛ ᱛᱮ

ᱯᱷᱨᱤᱣᱮ ᱞᱟᱩᱰ ᱫᱚ ᱢᱤᱫᱴᱟᱝ ᱯᱮᱭᱟ-ᱟᱭᱟᱢ (᱓ᱰᱤ) ᱩᱛᱯᱟᱫᱚᱱ ᱮᱱᱤᱢᱮᱥᱚᱱ ᱠᱟᱱᱟ ᱡᱟᱦ�ᱟᱸ ᱢᱤᱫᱴᱟᱝ ᱡᱩᱛᱟ ᱵᱨᱟᱸᱰ ᱞᱟᱹᱜᱤᱫ ᱛᱮᱭᱟᱨ ᱟᱠᱟᱱᱟ᱾ ᱱᱚᱶᱟ ᱮᱱᱤᱢᱮᱥᱚᱱ ᱨᱮ ᱢᱤᱫᱴᱟᱝ ᱡᱩᱛᱟ ᱠᱟᱨᱠᱷᱟᱱᱟ ᱨᱮᱱᱟᱜ ᱡᱟᱭᱜᱟ ᱠᱚ ᱨᱮ ᱩᱫᱩᱜ ᱟᱠᱟᱱᱟ, ᱡᱟᱦᱟᱸᱨᱮ ᱢᱮᱥᱤᱱ ᱠᱚ ᱫᱚ ᱩᱛᱯᱟᱫᱚᱱ ᱡᱤᱭᱚᱱ ᱮᱢ ᱞᱮᱠᱟ ᱧᱮᱞᱚᱜ ᱠᱟᱱᱟ᱾ ᱡᱩᱛᱟ ᱫᱚ 3ds Max ᱨᱮ ᱦᱟᱰ ᱥᱟᱨᱯᱷᱮᱥ ᱛᱮᱠᱱᱤᱠ ᱛᱮ ᱢᱚᱰᱮᱞ ᱟᱠᱟᱱᱟ, ᱟᱨ ᱨᱮᱯᱷᱟᱨᱮᱸᱥ ᱞᱮᱠᱟᱛᱮ ᱯᱷᱚᱴᱚ ᱠᱚ ᱵᱮᱵᱷᱟᱨ ᱟᱠᱟᱱᱟ᱾ ᱴᱮᱠᱥᱪᱟᱨ ᱠᱚ ᱫᱚ ᱦᱟᱨᱛᱟ ᱨᱮᱱᱟᱜ ᱪᱤᱛᱟᱹᱨ ᱟᱨ ᱰᱤᱡᱤᱴᱟᱞ ᱵᱨᱩᱥ ᱛᱮ ᱛᱮᱭᱟᱨ ᱟᱠᱟᱱᱟ, ᱟᱨ ᱥᱤᱱ ᱠᱚ ᱫᱚ Vray ᱛᱮ 1920 x 1080 ᱯᱤᱠᱥᱮᱞ ᱨᱮ ᱨᱮᱸᱰᱟᱨ ᱟᱠᱟᱱᱟ᱾ ᱱᱚᱶᱟ ᱮᱱᱤᱢᱮᱥᱚᱱ ᱫᱚ ᱚᱱᱞᱟᱭᱤᱱ ᱵᱮᱵᱷᱟᱨ ᱞᱟᱹᱜᱤᱫ ᱛᱮᱭᱟᱨ ᱟᱠᱟᱱᱟ, ᱟᱨ ᱱᱚᱶᱟ ᱨᱮᱱᱟᱜ ᱩᱫᱮᱥ ᱫᱚ ᱵᱩᱡᱷᱟᱹᱣ ᱚᱞ ᱵᱟᱹᱜᱤ ᱠᱟᱛᱮ, ᱠᱷᱟᱹᱞᱤ ᱪᱤᱛᱟᱹᱨ ᱠᱚ ᱛᱮᱜᱮ ᱦᱚᱲ ᱠᱚᱣᱟᱜ ᱫᱷᱮᱭᱟᱱ ᱟᱹᱛᱩᱨ᱾

ᱢᱟᱱᱟᱱ

A' Design Award ᱨᱩᱯᱟ ᱯᱩᱨᱚᱥᱠᱟᱨ ᱵᱟᱵᱚᱛ ᱛᱮ

Freeway Loud ᱓ᱰᱤ ᱩᱛᱯᱟᱫᱚᱱ ᱮᱱᱤᱢᱮᱥᱚᱱ ᱫᱚ A' Design Award ᱨᱩᱯᱟ ᱯᱩᱨᱚᱥᱠᱟᱨ ᱧᱟᱢ ᱟᱠᱟᱱᱟ, ᱱᱚᱶᱟ ᱫᱚ ᱥᱩᱱᱫᱚᱨ ᱟᱨ ᱵᱷᱟᱞᱟᱭ ᱰᱤᱡᱟᱭᱤᱱ ᱠᱚ ᱞᱟᱹᱜᱤᱫ ᱮᱢ ᱟᱠᱟᱱ ᱥᱚᱢᱟᱱ ᱠᱟᱱᱟ᱾ ᱱᱚᱶᱟ ᱠᱚ ᱫᱚ ᱰᱤᱡᱟᱭᱤᱱᱟᱨ ᱠᱚ ᱨᱮᱭᱟᱜ ᱵᱷᱟᱵᱱᱟ ᱟᱨ ᱵᱷᱟᱞᱟᱭ ᱠᱟᱢᱤ ᱡᱷᱟᱞᱠᱟᱣ ᱠᱚ᱾ Freeway Loud ᱓ᱰᱤ ᱩᱛᱯᱟᱫᱚᱱ ᱮᱱᱤᱢᱮᱥᱚᱱ ᱫᱚ ᱠᱚᱞᱟ, ᱣᱤᱜᱭᱟᱱ, ᱰᱤᱡᱟᱭᱤᱱ ᱟᱨ ᱴᱮᱠᱱᱚᱞᱚᱡᱤ ᱨᱮᱭᱟᱜ ᱥᱤᱢᱟ ᱵᱟᱲᱦᱟᱣ ᱟᱨ ᱫᱩᱱᱤᱭᱟ ᱵᱷᱟᱞᱟᱭ ᱞᱟᱹᱜᱤᱫ ᱜᱚᱲᱚ ᱮᱢ ᱠᱟᱱᱟ᱾

ᱰᱤᱡᱟᱭᱤᱱ ᱯᱤᱪᱷᱟ ᱨᱮ

ᱯᱨᱮᱥ ᱠᱤᱴ

ᱰᱤᱡᱟᱭᱤᱱᱟᱨ ᱧᱮᱞ ᱠᱷᱚᱱ ᱠᱨᱮᱰᱤᱴ, ᱴᱤᱢ ᱥᱫᱚᱥᱭ ᱟᱨ ᱴᱮᱠᱱᱤᱠᱮᱞ ᱵᱤᱵᱚᱨᱚᱬ ᱮᱢ ᱟᱠᱟᱱᱟ᱾

ᱟᱞᱜᱟ ᱜᱩᱱ ᱠᱚ
The idea was to give the product a modern aspect by the use of futuristic elements and the industrial machines that brings the shoe to life.
ᱢᱟᱯ ᱟᱨ ᱯᱮᱠᱮᱡᱤᱝ
1920X1080
ᱴᱮᱜ ᱠᱚ
shoe, cgi, footwear, fashion, 3d boot, cgi boot, vessi
ᱛᱮᱭᱟᱨ ᱛᱮᱠᱱᱚᱞᱚᱡᱤ
The shoe was modeled using photographs as a reference and hard surface 3D modeling techniques. For modeling we used the software 3ds Max. All the textures made using leather texture and some photoshop brushes. Vray was used for rendering.
ᱰᱤᱡᱟᱭᱱ ᱪᱮᱞᱮᱧ
The hardest part putting all the scenes in the same mood, considering that where a lot of different environments.
ᱜᱚᱵᱮᱥᱚᱱᱟ
The work was executed based mainly on the previous experiences in other works for several companies of the sector footwear, in very natural way. Feedback was collected mainly online about the quality of the 3D itself as well as the sensations that people had in the first contact with the art.
ᱯᱨᱮᱨᱚᱱᱟ
We where inspired by the industrial process and the technology involved in all the shoe construction process. As reference we used a lot of company local machines that are used on the shoe construction process.
ᱯᱨᱚᱡᱮᱠᱴ ᱥᱚᱢᱚᱭ
The project toke around 2 months to get done, starting on the planning stage, in Franca, SP, Brazil.
ᱠᱟᱹᱢᱤ ᱦᱚᱨ
The animation visual was used on online such product website, instagram and facebook. The main focus was to attract attention to the product, bringing in the composition elements that generate the necessary sensations without the need for explanatory texts. Competitors often use images without a strong visual appeal, so the product, especially in the online market, goes unnoticed. The excess of texts works negatively in most of these cases, underestimating the viewer's intellect.
ᱴᱤᱢ ᱥᱮᱫᱟᱭ ᱠᱚ
Mateus Morgan, Murilo Secco, Carlos Masson, José Rafael, Henrique Melo, Samuel Simionato, Cadu Rosa, Vitor Fonseca

ᱥᱯᱚᱱᱥᱚᱨᱰ

Designers.org ᱠᱷᱚᱱ ᱯᱟᱨᱚᱢ ᱛᱟᱞᱟᱥ

ᱟᱞᱮᱭᱟᱜ ᱵᱤᱜᱽᱭᱟᱯᱚᱱ ᱥᱟᱹᱜᱟᱹᱭ ᱠᱚ ᱠᱷᱚᱱ ᱯᱨᱚᱰᱟᱠᱴ, ᱥᱮᱵᱟ ᱟᱨ ᱢᱚᱠᱟ ᱩᱫᱩᱜ ᱢᱮ᱾

ᱵᱷᱟᱞ ᱰᱤᱡᱟᱭᱱ ᱢᱟᱨᱟᱝ ᱪᱤᱱᱦᱟᱹ ᱦᱟᱛᱟᱣ ᱞᱟᱹᱠᱛᱤᱭᱟᱜᱼᱟ

A' ᱰᱤᱡᱟᱭᱱ ᱮᱣᱟᱨᱰ ᱫᱚ ᱵᱷᱟᱞ ᱰᱤᱡᱟᱭᱱ ᱞᱟᱜᱤᱫ ᱢᱤᱫ ᱟᱱᱛᱚᱨᱡᱟᱛᱤᱭ, ᱡᱩᱨᱤ ᱵᱤᱪᱟᱨ ᱠᱟᱱ ᱢᱟᱱ ᱠᱟᱱᱟ᱾ A' ᱰᱤᱡᱟᱭᱱ ᱮᱣᱟᱨᱰ ᱨᱮ ᱵᱷᱟᱜ ᱞᱮ ᱟᱢᱟᱜ ᱠᱟᱹᱢᱤ ᱞᱟᱜᱤᱫ ᱡᱚᱜᱽᱭᱟᱛᱟ ᱨᱮᱱᱟᱜ ᱪᱤᱱᱦᱟᱹ, ᱱᱟᱢ, ᱢᱟᱱ ᱟᱨ ᱯᱨᱪᱟᱨ ᱧᱟᱢ ᱞᱟᱜᱤᱫ᱾ ᱟᱢᱟᱜ ᱠᱟᱹᱢᱤ A' ᱰᱤᱡᱟᱭᱱ ᱮᱣᱟᱨᱰ ᱞᱟᱜᱤᱫ ᱱᱚᱢᱤᱱᱮᱴ ᱠᱟᱛᱮ ᱢᱟᱱ ᱟᱠᱟᱱ A' ᱰᱤᱡᱟᱭᱱ ᱯᱩᱨᱟᱥᱠᱟᱨ ᱞᱟᱜᱤᱫ ᱯᱨᱚᱛᱤᱡᱚᱜᱤᱛᱟ ᱢᱮ᱾

ᱱᱚᱢᱤᱱᱮᱴ