Gemstone inspired by the amazing work of Arvid Schneider. The main stone was generated in Cinema 4D with a combination of noise-based displacement nodes and the volume builder and volume mesher nodes, which were used to retopologize the mesh, allowing for the succesive use of these displacement nodes. The base mesh was then exported to Zbrush, where it was zremeshed in order to get a low polygon model and generate UV cords. The stone was then textured in Substance Painter, and occlusion maps were generated and exported in order to use as maps in the crystal generation. Importing the model back in Cinema 4D, the crystals were created by Voronoi-fracturing a dodecahedron primitive, and scattered using different cloner nodes, which were affected by a shader Mograph effector. This effector uses the occlusion maps baked in Substance in order to scatter crystals in a more realistic and organic way. After using a final Volume Builder and Mesher node for the crystals, the model was exported and rendered in Keyshot.
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This is stunning. It looks came from extraterrestrial.
BTW, thanks for the insides. I don’t even use these tools, but I can understand how you have done it.
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