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Reimagining product advertising of the 90s
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Reimagining product advertising of the 90s

Tom Ambrose
by TomAmbrose on 11 May 2023 for Rookie Awards 2023

This project involved the creation of 3 assets and adverts surrounding these adverts. The goal of each advert is to breathe new life into products which have had an influence on me throughout my life. While I wanted to keep these adverts modern I didn't want them to lose the feel of the originals.

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This project involved the combination of my interests in graphic design, advertisement and visual effects. The basic idea was to take 3 products which have had a significant role in my life and reimagine how they would be advertised today while maintaining the original feel.

This car was specifically chosen as it was a car from my childhood that I remember fondly.

The car was modelled in Maya however all the environments were created in Blender using Quixel megascans. I tackled each of the models in different ways, the car was too large of a model to restart due to time constraints. This meant I had to be more careful and purposeful in my modelling process as iterations were not an option. The body itself was simple enough however parts such as the headlights involved more thought. I created the headlights by making a diffuser, outer shell and inner reflective surface. 

I chose a Gameboy next as this was the first games console I owned.

The Gameboy was modelled and rendered in Maya. This asset I had the longest time on and achieved this result through iterative modelling. The result seen in the final render is model number 3. Each time I made steps to improve on what I had previously done. The texturing process of this model was more in-depth as I had physical reference.

Finally I chose to create a jacket covered with the Marimekko pattern as I have personal connections to Finland.

This jacket was modelled both in Blender and Maya. I first created a simple base mesh that I simulated in Blender. I took this mesh into Maya and added the patterned texture to it; I then used the quad draw tool to create the topology to match the pattern before putting this back into Blender and doing a cloth simulation where I could use the topology shaped to the pattern as a pin group. I exported a single frame of this simulation to mesh which I baked onto a low poly version to achieve the final result.


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