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Cellar

Modeled in C4D, UV-unwrapping in ZBrush, textures in Substance-Painter, some fine-tuning of the textures in Photoshop.
Almost every single object has its own 4k-set of textures, enabling extreme closeups of the scene.
To enhance illumination a little bit but also to preserve the neon-lamp as main light source, a white plane was located as ceiling, invisible to the camera, but visible to rays and GI, resulting in the typical dark corners of a cellar, quite close to the bright light.
Rendered in C4D, no post processing.

Most recent version.

Most recent version.

8-bit-world.

8-bit-world.

Cellar 01

Cellar 01

Cellar 02

Cellar 02

Cellar 03

Cellar 03

Cellar 04

Cellar 04

Cellar 05

Cellar 05