Role + Process:
3D modeling, lighting, texturing, and rendering.
The base models were made through a combination of CAD software and Cinema 4D. Lighting was handled with Octane Render. Texturing was completed through combination of Substance Painter and Octane Render. Mild color correction was handled in post production with Photoshop. Branding + Packaging Design: Unspoken Agreement Web Design: XXIX Content Strategy: Sarah Reidstad-Long Development: Gardener This shot was particularly rewarding to create! Using the bottle and capsule assets I had created for earlier shots, I added into the scene their formulations box (the general form of which was created by tracing the individual panels in Figma and exporting them as SVGs which were then used as geometry in Cinema 4D and was textured with Substance Painter), a houseplant from the Quixel Megascans library, and the previously created iPhone model. To complete the scene, I modeled a simple bedside table, lamp, glass of water, and coaster Proper's newest formulations utilizes CBD as a core ingredient. With the introduction of this new SKU, I was afforded the opportunity of creating additional assets. Most notably the CBD capsules which were both challenging and exciting to create Proper differentiates itself from its competitors by offering personalized sleep coaching -- the goal for this shot was to include their Core Sleep formulation alongside their sleep coaching page. I saw this as an opportunity to include some scattered capsules to add visual interest to this shot Dedicated to long-term sleep health, Proper has available for their customers sample packets of their various formulations. To create the sample packets I used a combination of Fusion 360, ZBrush, and Cinema 4D. The packaging materials were created with Substance Painter Hero shot of Proper's formulation capsules. The capsule shells were modeled to scale in Fusion 360 with materials being created in Substance Painter For the CBD capsules, I challenged myself to create this asset in as procedural a method as possible. To achieve this I relied heavily upon the Volume Builder/Mesher toolsets, MoGraph Cloners, and procedural Octane shaders to generate plausible materials and textures