My first animation rendered in Octane for C4D

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My first animation rendered in Octane for C4D

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A happy accident from trying to figure out how to do something. I was trying to create procedurally-generated squiggles that cover the surface of an object. I’m still going to try again to do what I was trying to do, but along the way I made something neat and this technique may come in handy some day...
one of the styleframe WIPs from an upcoming project that I’m helping to storyboard now
I’ve been working on this one image since yesterday morning and I really pushed myself hard to get this to look as real as possible, from the model irregularities and chamferring to the lighting that’s supposed to match the set that the client used for the rest of the spot that this goes into.
Oh, also I switched from Maya to C4D and from Redshift to Octane for this since I last worked on this (which you can check out here)
One more note - Zbrush was used to get a lot of the model irregularities. Started in Maya to do the initial geometric model, then used dynamesh and hand modeled smooth corners and uneven stuff. In the future, I might do the chamfers with the polish action in Zbrush, that seems to automatically do a lot of what I was doing to the edges by hand.
I have a personal challenge to recreate all of the things I saw in this Nike Air Max 2017 commercial, except with a banana instead of a shoe.

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Playing with Octane’s dirt and falloff with gradients and feeding it all into a mix material = shimmery green iridescent Abraham Lincoln
Curvature and dirt nodes! The top pic is the Redshift curvature node as a blender between two materials (gold and black plastic) and the bottom one is Octane’s dirt node used for transmission in a specular material, with a color ramp for varying the color of the transmission. So many possibilities!
Okay, I think I’m about halfway through getting this to look realistic, but I’m not sure what the last 30% needs yet.