Inside the work of Lightshock

Joao Ferraz aka Lightshock is a Brazilian designer, illustrator, and art director specialized in 3D and publicity campaigns. In this post he will talk a bit about each of his works and give you some insights on how things got done. His work is absolutely amazing and precise so take a look and enjoy!

For more from Joao visit lightshock.com.br

Inside the work of Lightshock

Robot Girl

This job was definitely a big challenge for our work. It got done in about 15 days and the biggest challenge was to make the robot look sensual and modern but not vulgar.

Inside the work of Lightshock

WWF Three

This was one of my first publicity jobs as an art director. This work was awarded in Cannes and opened a lot the doors from DM9 to my studio. The story behind it is very curious. I had just got married, on my way to the honey moon in Buenos Aires when I got contacted by DM9 about this job saying that I was approved and I had a week to get it done. It was crazy since I didn't have a laptop or neither could I cancel the trip. I ended up buying a laptop and spending half of my honeymoon working and barely slept for 4 days.

Inside the work of Lightshock

BGourmet Copan

This was a great project, took us 18 days of hard work and the result was great.

Inside the work of Lightshock

BGourmet Recife

On this one we were ready for it, and it was a lot of fun working with all the differente characters that were inspired by Master Vitalino

Inside the work of Lightshock

Inside the work of Lightshock

Confea

This is a project for the government in which the agency Agnelo is responsive for it. It's a long term project on the Quad illustrations, there's a forum where people give their opinion on the cities and how we should plan them. We take these ideas as a briefing and come up with the illustrations. Which means that while people are giving out opinions the city will take it's shape and this will soon be released. The project can be seen at http://www.cidadecolaborativaconfea.com.br/

Inside the work of Lightshock

Estadao Numeros

This was a simple take on designing a character in 3D.

Inside the work of Lightshock

F1 Phillips

We got this job after we did the Indycar in Sao Paulo. We illustrated a F1 car for Philips. The curious fact is that a photo was actually used for the car since it would be extremelly hard to make that into 3d we used a Canon Mark II and got the job done.

Inside the work of Lightshock

Honda Flex

This was done for DM9 presenting the new Flex motors for Honda motocycles.

Inside the work of Lightshock

Indycar 2010

This was a great challenge, we had 15 days to illustrate the indy cars and the scenery wasn't very easy to create.

Inside the work of Lightshock

Intel Guitar

Another job done for DM9 in which we illustrated virtual instruments to be used in an increased reality. It was very fun to work on this and we love the result. More info at http://www.intelmusica.com.br/

Inside the work of Lightshock

AMBEV Cans

This job was done for MPM Agency. Cans of Ambev illustrated in 3D different sayings for Ambev Trainees. The biggest challenge was to redesign each can design exactly how the real one is.

Inside the work of Lightshock

Speedy

This is an image from a campaign we did for Speedy. Very simple and straight forward.

Inside the work of Lightshock

Subzero

Art produced for a hotsite release of a beer called Sub Zero da Antartica.

Inside the work of Lightshock

Zeppelin

This was a very cool project, that I helped the agency Superludico get done.

Inside the work of Lightshock

Inside the work of Lightshock

Tok&Stok

This was one of the most challenging campaigns we have done in Quad studio. We were approached to create a room full of elements with a single texture and that's how this project was born, the mess represents the fact that they don't have any tok&stock furniture to organize things.

Inside the work of Lightshock

Inside the work of Lightshock

Tok&Stok

Later on we got invited to work for them again and the challenge was even bigger, this time all the objects had to look real and organized. Each image has over 200 objects that took hours and hours of rendering.

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