How Dasky Created His Winning Piece for the Horrific Render Contest

0Article by Filip Radivojevic
RenderHub had the chance to sit down with Grimaldi Giuliano, known as Dasky, the winner of our Horrific Render Contest. In this interview, he opens up about the creative vision behind his winning piece, walks us through the detailed workflow that brought it to life, reflects on the inspirations that drive his art, and shares practical advice for artists who want to refine their work.
Please tell us a little bit about yourself. What do you do and how did you become a 3D artist?
I'm a generalist 3D artist, and I work across almost every area of the 3D world. I started my career in 2002, working within different agencies before becoming a full-time freelancer in 2010.
My experience in major international studios, and working with clients such as Nissan, Eni, and others, shaped my discipline, attention to detail, and respect for timelines.
I've always been deeply passionate about 3D. There's never enough time to learn everything I'd like to, so I keep exploring this ever-evolving field from every angle, not out of necessity but out of pure curiosity and enthusiasm.
Recently, I've also started developing plugins for Cinema4D, my software of choice, although I enjoy working in completely different areas as well, from creating garments in Marvelous Designer to 3D scanning, photogrammetry, and more.
The 3D world is so vast that you never stop learning and experimenting.

Could you share a brief overview of the workflow behind your winning contest entry?
My workflow for this project began with a Metahuman base created in Unreal Engine 5.6, which I then brought into Cinema 4D, where most of the work took place.
In Cinema 4D, I refined the rig and skin weights and created the final pose. I rebuilt the hair, eyelashes, and eyebrows using C4D's Hair system, based on guides extracted from the geometries exported from UE 5.6. I also created custom brushes from images to sculpt the facial expression wrinkles and enhance the base geometry.
Using Cinema 4D's painting tools, I hand-painted the tattoos directly on the model. The straitjacket worn by the character was made in Marvelous Designer. For the environment, I used C4D's Pyro system to generate the smoke effects, and the native particle system to create the dust and the liquid elements (blood) on the character's face.
I built the lighting and materials and rendered everything in Redshift3D. There's no post-production, what you see is the final render straight out of Cinema 4D.
It was a complex but incredibly fun process.
Where did the idea for your contest entry come from?
I've always been drawn to the horror genre, but what captivates me most is its psychological dimension.
Supernatural creatures like monsters or vampires can be frightening, but they never unsettle me as much as madness, because it's real, human, and unpredictable.
For this piece, I wanted to explore that deeper, more disturbing side of horror. I focused on the character's expression and the environment to convey a sense of fragile sanity slipping away, creating an image that feels both unsettling and believable.


Did you face any challenges during the creation of this project? If so, how did you overcome them?
Yes, I did face a few challenges during the project. One of the main obstacles was transferring assets from UE 5.6 to Cinema 4D, especially high-resolution textures. I had to come up with a solution from scratch to overcome this issue.
Another challenge was creating the hair, since the groom data couldn't be exported directly from UE 5.6. My solution was to export the hair as geometry, extract the side splines, and use them as guides for Cinema 4D's native hair system. It was a bit like solving a puzzle, but figuring it out made the process even more rewarding.
How often do you work on personal projects to keep your portfolio up-to-date?
I'm constantly working on personal projects, even when I don't have any commissioned work. It's a way for me to keep exploring and experimenting, because no matter how much I do, it never feels like enough. My list of ideas keeps growing, and I love getting into projects that are completely different from one another. It keeps my creativity fresh and allows me to explore every corner of the 3D world.

What is one of your favorite projects that you've worked on?
I don't have a single favorite project; for me, the favorite is always the next one, and it stops being a favorite once it's finished, as my focus shifts to the next challenge.
That said, I've had some incredible experiences working with brands like D&G and Swarovski. Even though they are huge companies, I was given a remarkable amount of creative freedom, and in my view, that's the most valuable thing a 3D artist can have.

Who or what inspires your work today?
I find inspiration everywhere and all the time. I love observing the work of other artists, as there are so many truly extraordinary talents out there. For me, this is crucial, watching and learning from others constantly pushes me to challenge my own limits and strive to create more, better, and in new ways. It keeps my curiosity alive and my creativity flowing.
Could you share a few quick tips for creating better 3D art?
Observe, learn constantly, and experiment with new techniques. Pay attention to details, they make all the difference. Don't rush your renders just to save time; value your hard work by making every aspect count.

What are your goals for the future?
For the future, my goal is to keep doing this work with the same passion I've had for over 20 years, exploring projects that are always new and diverse in style. I also want to continue developing plugins for Cinema 4D, creating tools that can make certain workflows faster and more efficient. I see it as a way to keep pushing the boundaries of what I can do and make the creative process smoother, both for myself and potentially for other artists.
Where else can our readers find your work?
I usually share my work on Instagram. I also have a website, www.daskydesign.eu, but I rarely have time to keep it fully up-to-date. Instagram is definitely where I post most of my recent projects.





























