Role + Process:
3D modeling, lighting, texturing, and rendering.
All geometry was created with Cinema 4D. Lighting was handled with Octane Render. Texturing was completed with Octane Render's native material system. Color correction was handled with Photoshop. Unlike my previous sculpture series, Ken Price Emulations, this exploration was created entirely with Cinema 4D's volume modeling toolsets I wanted to emphasize simple forms and various studio-esque lighting setups to accentuate various parts of the sculpture's curvature For textural quality, creating shaders that had elements present in real-world ceramics was important to me This shot here provides a closer look at a shader that was developed to accomplish this textural exploration Of the sculptures made in this series, this one here is definitely my favorite To further highlight the ceramic shader, I combined an additional vibrant diffuse material within a Mix Material, coupled with a Dirt node, to add coloration to various topological grooves and areas of pronounced curvature To get a greater degree of variance with the dirt nodes used in these Mix Materials, I used various image maps to determine how the blended materials appeared on the sculptures, evidence of this can be seen in the 'powdered' distribution of the light blue 'dirt' material Pulling from my library of Octane materials, I used one of Greyscalegorilla's shaders from their Modern Surface Material Collection, the shader used from this collection being the light blue/dimpled metal texture One combination I discovered created a particularly pleasing result was combining a similar approach with that of specular materials and the dirt node, the result taking on something akin to a gem stones