Vibram - Vortex
The objective was to create a sense of curiosity through a simulated cloth reveal, transitioning from a concealed form to a cinematic hero showcase that emphasizes the product's unique, aggressive silhouette. The strategy focused on "Brand Identification," timing the motion to highlight the iconic Vibram logo as the primary point of contact during the reveal. The film emphasizes both the intricate sole technology and the overall aesthetic, ensuring the Vortex is presented as a powerful entry in the high-performance category.
The result: a versatile, high-impact asset designed for cinematic display, engineered to establish immediate product authority and communicate an uncompromising standard of durability.
Roles: 3D Modeling - Environment - Lookdev - Rigging - Simulation - Render - Animation - Post.




Roughly half of the textures can be found online or in the local library of a texturing software, but some textures are required to be made manually due to the uniqueness of the thread pattern and combination. For this purpose, a unique process of model-to-texture baking is required that creates tile-able displacement, normal and AO maps. These textures are then mixed up by masking in substance painter, to create the desired look and feel.
The 3 Unique threading pattern on the Upper (Modeled and Baked on Textures)
Mixed & merged with masking and also balancing the displacement depths


Process
The model was created with nicely detailed textures for high resolution renders and also for animation closeups. Textures for the Upper-Main body were tricky and prepared by Model-to-Texture baking method. There were three different thread patterns that were then smoothly masked in substance painter. Software used in the process were max, topogun & octane.




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