This project was done in partnership with Henrique Silva (Instagram: @Bionic_3D), who did the digital sculpting.

I received the highpoly model. Therefore I had to adapt it in Zbrush, reducing the polycount of all the parts in order to have an optimal topology for rendering.

Still in Zbrush, I had to unwrap the UV and export the necessary texture maps (color, normal, and displacement) that would be used when rendering. 

In order to make the process faster, some parts of the model were decimated without any UV information. In order to acquire seamless shading, a triplanar shading workflow was used.

Apart from the maps exported from Zbrush, all the shaders are procedurally made in Octane for C4D.
For final details, the pyro sim was done with the native pyro system of Cinema 4D. 

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