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 and Substance Painter. Color correction was handled with Photoshop. The first in this series saw its design process begin as a sketch, something I seldom do Using the sketch I produced as a reference, I began by blocking out the shape in Cinema withe various geometric primitives in conjunction with the volume builder. Once I had the shape looking the way I wanted, I exported it to ZBrush and sculpted grooves along the surface to introduce additional surface detail and interest My main desire with this shape was to create something interesting, though implausibly balanced that would need to be held upright by support struts For textural quality, I exported the model to Substance Painter and leveraged my ever-growing library of custom materials I've produced over the course of the last year while working on various personal projects After texture painting with Substance Painter, I brought the model and material maps into Octane where I created the lighting environment for the final renders For this shape, I explored extensively with adding various shapes into Cinema's volume builder, adding and subtracting as I worked to create shapes I found interesting Early on with this piece, I knew I wanted to blend metallic and specular materials as these material types are among my favorites to play with The metallic materials were created with Substance Painter where I experimented with layering various elements of previously created custom materials. I was also keen to introduce shades and general surface sheen to the metallic material that were present in that of the specular materials I had created with Octane's material system This piece was initially created for my Ken Price Emulations series, though ultimately went unused as, at that time, I felt like this form was too much of an outlier For this piece, I wanted to create a burnished metal material, something I found to be an easy affair with Substance Painter Leveraging Substance Painter's mesh maps allowed me to create a material that took full advantage of this sculpture's irregular topology