A personal project created for the 112th edition of the Tour de France. The series centres around four 3D modelled cyclists wearing the race’s iconic classification jerseys - yellow, polka dot, green, and white. Inspired by vintage die-cast cycling figurines, the digital models were rendered to mimic the scale, weight, and subtle imperfections of old-school physical miniatures.

A personal project created for the 112th edition of the Tour de France. The series centres around four 3D modelled cyclists wearing the race’s iconic classification jerseys - yellow, polka dot, green, and white. Inspired by vintage die-cast cycling figurines, the digital models were rendered to mimic the scale, weight, and subtle imperfections of old-school physical miniatures.

Scale & Perspective

To capture the feel of a studio product photograph, the figures were set against a warm, neutral backdrop and framed from a high three-quarters camera angle. The layout pairs sharp structure with Avant Garde Gothic typography to balance the tactile, toy-like scale of the riders. Five poster variations were produced in total: a master hero layout featuring all four classification leaders, and four solo editions isolating each jersey.

Scale & Perspective

To capture the feel of a studio product photograph, the figures were set against a warm, neutral backdrop and framed from a high three-quarters camera angle. The layout pairs sharp structure with Avant Garde Gothic typography to balance the tactile, toy-like scale of the riders. Five poster variations were produced in total: a master hero layout featuring all four classification leaders, and four solo editions isolating each jersey.

Exploration & Iteration

The process started by sketching dozens of wildly different directions across three notebook spreads. Rather than refining a single layout, these rapid thumbnails served as an open testing ground—experimenting with map contours, bold typographic blocks, giant cycling caps, and abstract patterns. Testing completely distinct concepts on paper is a core part of the workflow, allowing ideas to compete until the die-cast toy concept eventually took hold.

Exploration & Iteration

The process started by sketching dozens of wildly different directions across three notebook spreads. Rather than refining a single layout, these rapid thumbnails served as an open testing ground—experimenting with map contours, bold typographic blocks, giant cycling caps, and abstract patterns. Testing completely distinct concepts on paper is a core part of the workflow, allowing ideas to compete until the die-cast toy concept eventually took hold.

let's make something

© 2026 Luiz Stockler. All rights reserved.

let's make something

© 2026 Luiz Stockler. All rights reserved.

let's make something

© 2026 Luiz Stockler. All rights reserved.