This was a personal project I created between work and family life. I developed this short promo sequence following a simple hard surface modeling study of the AIAIAI TMA-2 headphones.
I then used this opportunity to experiment with Cinema4D and Redshift exploring dynamic particle and cloth simulations, detailed renders and animated typography in a fast paced edit synced closely to the audio track.
The sequence was designed to feel abstract in areas, loosely focusing on the idea of sound being visualized using some of the product's parts, materials and packaging. There's also a variety of product shots, exploded anims and assembling parts to demo that the headphones are modular and customizable.
The compositions are deliberately simple to compliment the TMA-2's minimal design. I was also keen to experiment with a sequence that could align with AIAIAI's branding, being mindful their colour palettes, typography and brand voice.
This was a personal project I created between work and family life. I developed this short promo sequence following a simple hard surface modeling study of the AIAIAI TMA-2 headphones.
I then used this as opportunity to experiment with Cinema4D and Redshift exploring dynamic particle and cloth simulations, detailed renders and animated typography in a fast paced edit synced closely to the audio track.
The sequence was designed to feel abstract in areas, loosely focusing on the idea of sound being visualized using some of the product's parts, materials and packaging. There's also a variety of product shots, exploded anims and assembling parts to demo that the headphones are modular and customizable.
The compositions are deliberately simple to compliment the TMA-2's minimal design. I was also keen to experiment with a sequence that could align with AIAIAI's branding, being mindful their colour palettes, typography and brand voice.
This was a personal project I created between work and family life. I developed this short promo sequence following a simple hard surface modeling study of the AIAIAI TMA-2 headphones.
I then used this opportunity to experiment with Cinema4D and Redshift exploring dynamic particle and cloth simulations, detailed renders and animated typography in a fast paced edit synced closely to the audio track.
The sequence was designed to feel abstract in areas, loosely focusing on the idea of sound being visualized using some of the product's parts, materials and packaging. There's also a variety of product shots, exploded anims and assembling parts to demo that the headphones are modular and customizable.
The compositions are deliberately simple to compliment the TMA-2's minimal design. I was also keen to experiment with a sequence that could align with AIAIAI's branding, being mindful their colour palettes, typography and brand voice.
This was a personal project I created between work and family life. I developed this short promo sequence following a simple hard surface modeling study of the AIAIAI TMA-2 headphones.
I then used this opportunity to experiment with Cinema4D and Redshift exploring dynamic particle and cloth simulations, detailed renders and animated typography in a fast paced edit synced closely to the audio track.
The sequence was designed to feel abstract in areas, loosely focusing on the idea of sound andbeing visualized using some of the product's parts, materials and packaging. There's also a variety of product shots, exploded anims and assembling parts to demo that the headphones are modular and customizable.
The compositions are deliberately simple to compliment the TMA-2's minimal design. I was also keen to experiment with a sequence that could align with AIAIAI's branding, being mindful their colour palettes, typography and brand voice.
This was a personal project I created between work and family life. I developed this short promo sequence following a simple hard surface modeling study of the AIAIAI TMA-2 headphones.
I then used this opportunity to experiment with Cinema4D and Redshift exploring dynamic particle and cloth simulations, detailed renders and animated typography in a fast paced edit synced closely to the audio track.
The sequence was designed to feel abstract in areas, loosely focusing on the idea of sound being visualized using some of the product's parts, materials and packaging. There's also a variety of product shots, exploded anims and assembling parts to demo that the headphones are modular and customizable.
The compositions are deliberately simple to compliment the TMA-2's minimal design. I was also keen to experiment with a sequence that could align with AIAIAI's branding, being mindful their colour palettes, typography and brand voice.
All aspects - 3D headphone modeling, texturing, lighting, animation, particle simulations, cameras, rendering, compositing, editing, grading, 2D graphics, typography, look development and storyboarding.
Software used - Cinema4D, Redshift, X-particles, After Effects, Illustrator and Procreate for sketching ideas.
All aspects - 3D headphone modeling, texturing, lighting, animation, particle simulations, cameras, rendering, compositing, editing, grading, 2D graphics, typography, look development and storyboarding.
Software used - Cinema4D, Redshift, X-particles, After Effects, Illustrator and Procreate for sketching ideas.
All aspects - 3D headphone modeling, texturing, lighting, animation, particle simulations, cameras, rendering, compositing, editing, grading, 2D graphics, typography, look development and storyboarding.
Software used - Cinema4D, Redshift, X-particles, After Effects, Illustrator and Procreate for sketching ideas.
All aspects - 3D headphone modeling, texturing, lighting, animation, particle simulations, cameras, rendering, compositing, editing, grading, 2D graphics, typography, look development and storyboarding.
Software used - Cinema4D, Redshift, X-particles, After Effects, Illustrator and Procreate for sketching ideas.
All aspects - 3D headphone modeling, texturing, lighting, animation, particle simulations, cameras, rendering, compositing, editing, grading, 2D graphics, typography, look development and storyboarding.
Software used - Cinema4D, Redshift, X-particles, After Effects, Illustrator and Procreate.
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© 2024 Blair Harrower