! REPORT
The Scream within
3D Render by DaskydesignA distorted glimpse into madness.
Shot through a fisheye lens, the image captures the claustrophobic tension between fear and insanity — a frozen instant of psychological horror, where reality and delirium collide.
The work explores the boundary between the inner scream and its physical manifestation — a visual study of distortion, fragility, and control lost. The exaggerated perspective (fisheye lens) amplifies the psychological weight, dragging the viewer into a visceral sense of confinement and panic.
Technical Process:
Starting from a base mesh created with MetaHuman, the entire piece was developed and finalized in Cinema 4D.
The pose and sculpting were refined using custom brushes designed specifically for this project.
Texturing and graphic details were hand-painted directly in Cinema 4D, while the hair system was built using native Hair dynamics, extracting guide splines from the original mesh.
Materials and rendering were handled in Redshift3D, with cloth elements simulated in Marvelous Designer, and liquid/particle systems generated through Cinema 4D Pyro and dynamic simulations.
Final rendering, lighting, and color correction were completed in Redshift3D, followed by light post-production and compositing (AOV passes: SSS, GI, Reflections, Specular).
Thank you
Shot through a fisheye lens, the image captures the claustrophobic tension between fear and insanity — a frozen instant of psychological horror, where reality and delirium collide.
The work explores the boundary between the inner scream and its physical manifestation — a visual study of distortion, fragility, and control lost. The exaggerated perspective (fisheye lens) amplifies the psychological weight, dragging the viewer into a visceral sense of confinement and panic.
Technical Process:
Starting from a base mesh created with MetaHuman, the entire piece was developed and finalized in Cinema 4D.
The pose and sculpting were refined using custom brushes designed specifically for this project.
Texturing and graphic details were hand-painted directly in Cinema 4D, while the hair system was built using native Hair dynamics, extracting guide splines from the original mesh.
Materials and rendering were handled in Redshift3D, with cloth elements simulated in Marvelous Designer, and liquid/particle systems generated through Cinema 4D Pyro and dynamic simulations.
Final rendering, lighting, and color correction were completed in Redshift3D, followed by light post-production and compositing (AOV passes: SSS, GI, Reflections, Specular).
Thank you

I tell you, you're running for the finals here. This is AMAZING! I respect your workflow a lot, it's a goal I would to reach soon or late.
Do you have eventually a page somewhere over the Internet where I can follow your works?
Do you have eventually a page somewhere over the Internet where I can follow your works?
REPLY
! REPORT
Daskydesign
Karma: 165
Fri, Oct 24Hi, thank you, I really appreciate this!
I usually post my work on Instagram (the ones I can post).
https://www.instagram.com/daskydesign/?hl=it
I usually post my work on Instagram (the ones I can post).
https://www.instagram.com/daskydesign/?hl=it
The Scream within
x1 [+]Fri, Oct 24
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Oct, 2025
165
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165
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