
Levi's
Quality Never Goes Out of Style
2025
The challenge
Show Levi's as something even a machine would want. Not a product shot, but a character who finds out what it means to be human — warm, funny, slightly surreal: classic Levi's storytelling in the visual language of near-future sci-fi.
The solution
A robot finds a pair of Levi's drying in a Bangkok alley and has his first feeling. A CG character in live action, built to look photographed.
Our role
- Pre-production
- On-set supervision
- CG character
- VFX
- Compositing
- Colour
- Sound design
At a glance
Idea
- Vibe
-
“It’s Cyberpunk… but a little less dark.”
A daylight future instead of neon nights — technology living alongside people, not replacing them.
- World
-
Bangkok 2052
Dense residential blocks, street food, drones and airships in the distance: the real city, thirty years ahead.
- Story
-
A curious robot reads the leather patch, sparks fly, and from then on he dances, laughs and tries to eat noodles without a mouth.
- Music
-
“Bright, bouncy, and a little abstract.”
The track drives joy, not tension.
Pipeline
-
01
On-set supervision
HDRILens gridsReference platesWe supervised the shoot remotely from the first day: lens and camera data, HDRI and chrome-ball references, texture plates, and the robot’s blocking with the director and DP. Every frame was shot with CG in mind.
-
02
Matchmove & scene geometry
fSpy3DEqualizerBlenderNuke ModelBuilderMayaThe film is made of locked-off shots. About 80% of the cameras were solved from a single frame in fSpy, 3DEqualizer was used for lens distortion, and the streets were rebuilt in Blender and Nuke ModelBuilder as shadow catchers and contact surfaces.
Read the full breakdown →PlateSolveDrag to compare
-
03
Character
MayaZBrushBlenderSubstance PainterMariA street character, not a sci-fi hero: brushed aluminium, matte steel and denim-toned metal, a cap and stickers. With no mouth, all emotion comes from LED eyes, head tilt and sparks.
Read the full breakdown →ClayMaterialsDrag to compare
-
04
Animation
3DEqualizerMayaThe full-body motion of the on-set performer was solved in 3DEqualizer and became the base layer: retargeted onto the robot rig in Maya, then stylised by hand — head tilts, LED reactions, hand mechanics.
Read the full breakdown → -
05
Cleanup
NukeAI inpaintingThe performer was removed from every plate: roto, paint and 3D projection in Nuke, AI inpainting on static areas with manual refinement, then degrain and regrain. Each plate looks as if the actor had never been there.
Read the full breakdown →PlateCleanDrag to compare
-
06
Compositing & set extensions
NukeACEScgCinema 4DKitbash3DMulti-pass EXR renders in ACEScg, matched to the on-set HDRI and grounded with contact shadows, haze and lens effects. Subtle CG extensions add height and future architecture without turning Bangkok into a digital city.
Read the full breakdown →BeforeAfterDrag to compare
-
07
Colour
DaVinci ResolveACESGraded in DaVinci Resolve under ACES: warm daylight on skin, denim and streets, cool cyan in shadows and metal, a soft halation over everything. Delivered in Rec.709 and DCI-P3.
LogGradeDrag to compare
Behind the frame · 9 chapters
- 01Camera tracking for static shotsLocked-off shots, fSpy for speed, 3DEqualizer for lens distortion — and under 15 minutes per camera.
- 02Scene geometryStreets, walls and props rebuilt as shadow catchers — 90% in Blender, the tricky parts in Nuke ModelBuilder.
- 03Character trackingThe performer in the green suit, tracked as a 3D object and handed to animation as FBX.
- 04Concept & designA street character, not a sci-fi hero: worn metal, denim tones and a cap.
- 05Modeling & texturingClean topology for animation, layered wear for character — and 8 UDIMs at 4K.
- 06Rigging & animationHuman in timing, mechanical in execution: a performer’s motion on a robot rig.
- 07Facial expressionNo mouth, no face muscles — emotion through LED eyes, light and a tilt of the head.
- 08Cleanup & plate preparationRemoving the performer from every plate — manual paint where it matters, AI where it repeats.
- 09Integration & compositingMulti-pass EXR in ACEScg, every light layer adjusted in comp — two render engines in one sequence.




