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.