PERANCANGAN MASKOT 3D SEBAGAI UPAYA PENGUATAN IDENTITAS VISUAL PEUSAHAAN GARMENT “BINTANG PERMATA SEJATI” DI KOTA PASURUAN
DOI:
https://doi.org/10.33479/sb.v6i1.387Keywords:
visual identity, mascot, 3D modeling, character design, brand promotionAbstract
Visual identity is the graphical representation of an entity, whether a product, brand, or individual, through various design elements crafted to create a cohesive and memorable visual image for the target audience. One element that can serve as a visual identity is a mascot, designed in alignment with the vision, mission, and unique characteristics of the company, in this case, Bintang Permata Sejati garment company. This study aims to strengthen the visual identity of Bintang Permata Sejati, a garment company, to enhance local brand awarness among the public, particulary in Pasuruan City, as well as to serve as a promotional tool for the company. Using qualitative methods such as interviews, surveys, and literature reviews, this research examines key visual elements, including the logo, typography, and color combinations, to express the brand’s values, messaging, and characteristics. The outcome of this study is the creation of a corporate mascot named Bipsy, which combines the forms of a rabbit and a turtle. The final deliverables include a Mascot Guide Book, along with primary 3D model assets of the Bipsy scharacter in .blend and .obj formats, complemented by supporting media such as figurine, character standees, knitted dolls, ID Cardes, lanyards, keychains, button pins, totebags, bucket hats, T-shirts, tumbler bottle, drawstring pouches, and mugs.
Downloads
References
Waluyo, D (2024) Menembus Batas Pasar Produk Tekstil. https://indonesia.go.id/kategori/editorial/8284/menembus-batas-pasar produk-tekstil?lang=1. 30 April 2025: (15:24)
Ratnaningtyas, Endah Marendah, Ramli, Syafruddin, Edi Saputra, Desi Suliwati, Bekti Taufiq Ari Nugroho, Karimuddin, et al. 2022. Metodologi Penelitian Kualitatif.
Afif, Zihnil, Devi Syukri Azhari, Martin Kustati, and Nana Sepriyanti. 2023. “Penelitian Ilmiah ( Kuantitatif ) Beserta Paradigma , Pendekatan , Asumsi Dasar, Karakteristik, Metode Analisis Data Dan Outputnya.” INNOVATIVE: Journal Of Social Science Research 3(3): 682–93. https://j-innovative.org/index.php/Innovative%0APenelitian.
Hariyanto, Agnes Tea Kirana. 2023. “Perancangan Pop Up Book Sebagai Media Pengenalan Pengendalian Diri untuk Anak Usia 5-6 Tahun.”
Hartson, R., & Pyla, P. S. (2012). The UX Book: Process and Guidelines for Ensuring a Quality User Experiences. Elsevier.https://books.google.co.id/books?id=5KqoHjeEKkkC&pg=PA54&hl=id&s urce=gbs_selected_pages&cad=1#v=onepage&q&f=false
Calvin, Stephen Alfando, Ayyub Anshari Sukmaraga, and Arif Rahmadianto. 2024. “Perancangan Intellectual Property Karakter Yang Mengadaptasi Sosok Garuda Dengan Media 3D Modeling Untuk Anak Usia 5-8 Tahun.” 4: 25–38.
Aji Mahendra, Yoda, Muh Bahruddin, and Andika Agung Sutrisna. (2015). “Perancangan Maskot ‘Planktoon Fingerboard’ Sebagai Upaya Meningkatkan Brand Loyalty.” 2(1). www.kayumadefsk8.com.
Wheeler, A. (2024). Designing Brand Identity: A Comprehensive Guide to the World of Brands and Branding”. New York: John Wiley & Sons
Downloads
Published
Issue
Section
License
Copyright (c) 2025 Sainsbertek Jurnal Ilmiah Sains & Teknologi

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.