! REPORT
Synthetic Progress
3D Render by TailorKnightHello!
---- Here is my submission for the contest ----
In the desire to learn to create content for specific models used in Daz, I decided to start with Genesis 8 to have the silhouette of the character.
The goal was to create or simulate the impression of insides with a few layers *inspired* by real anatomy.
I don't have knowledge about anatomy (..yet, as I would like to further my learning and make better and mechanically functional models in the future) so I've tried to get creative with the way I made the systems, muscles and so on.
It was a bit of challenge I gave myself to only use Cinema4D. It was rendered using Octane, and I've used Photoshop a couple of times to create a few maps.
Final renders are straight from Cinema4d, even composition, I wanted to try to use texts and others elements of composition directly inside Cinema4d, and it was pretty fun because you can integrate 3D effects with the texts and have it interact directly with the elements in the scene.
---- The Process ----
I've signed up to Renderhub on the 24th and discovered the contest, so I immediately started gathering references and think about the whole thing,
The 25th I began working. I've recorded the whole process and it took me around 18 hours spread across 4 days.
I've tried to show as many things as possible in 3mn in the video but even then the file was too heavy so I've clamped it again to 1mn.
The process was divided between theses parts:
1. Modeling
a. Nervous System
I've used C4D particle system to art direct and drive trails around the geometry from the center,
b. Muscle System
using the geometry as snap reference, I'm drawing splines to make muscle with sweep nurbs and controlled size across the splines, then I can using another figure to match it, and morph back into the silhouette of the original figure, the muscle can then go inside instead of being on top,
c. Harder System
drawing some shapes on top of figure and adding thickness, and adding details such as bolt etc,
d. jelly Skeleton
a part of geometry to add a few details of shading inside the figure,
e. Hair
Classic grooming, then I use a geometry driving by the guides that I converted into spline. At first I thought I would make "cyber dreadlocks", but at the end I went for the short hair cut, and a fiber optic line inside the tubes, I thought the emissions would add some good bounces of light, and make the face more appealing.
f. Hair Face
I didn't want to use anything from Genesis 8, only the silhouette geometry, so I made some eyes, eyebrows and eyelashes, it also added a more stylized effect that I preferred and gave the face a less human but more robotic/crafted aesthetic.
2. Shading
a few iterations, the idea was to have the outer skin being transparent or slightly burry to be able to see inside.
3. IK and rig Setup for Genesis 8 Rig
to work more efficiently inside C4D with Daz figure, I like to make my own rig setup from the rig exported from the FBX of Genesis 8 with the rig setup finished, I can copy the skeleton and setup, and use it as morph with the posemorph tag of C4D with the _hierarchie + position + rotation_ mode, it read the rotations and positions of all bones from the Hip, and then distributes everything. It allows me to make a few poses of the character, and even morph between them. Pretty convenient honestly, the negative side is that I have to redo the setup every time I bring a new character into C4D, but after a few times you get used to it, and it's a matter of a few minutes.
4. Posing
I go through posing all the parts of the body, and make a few versions.
5. Lighting / render test / preparing Takes
6. Rendering
And there you have it.
---- Final words ----
Participating gave me insight on a few things:
1. need to get better at retopology.
2. hope to have time to learn more and practice anatomy.
3. discovered a few issues in priority with Tags in cinema4d, if you're using posemorph with hierarchy and IK tags,
play a lot with the "priorities", not only "priority" setting but mostly "base priority". It gave a few headaches when trying to figure out, because the software wasn't calculating in the correct order and I couldn't have modifications applied in real time or interactively
4. learnt a few techniques inside C4D along the way
5. better understanding of what it takes to put together all the parts.
I had a great time working on it!
Thanks for viewing.
---- Here is my submission for the contest ----
In the desire to learn to create content for specific models used in Daz, I decided to start with Genesis 8 to have the silhouette of the character.
The goal was to create or simulate the impression of insides with a few layers *inspired* by real anatomy.
I don't have knowledge about anatomy (..yet, as I would like to further my learning and make better and mechanically functional models in the future) so I've tried to get creative with the way I made the systems, muscles and so on.
It was a bit of challenge I gave myself to only use Cinema4D. It was rendered using Octane, and I've used Photoshop a couple of times to create a few maps.
Final renders are straight from Cinema4d, even composition, I wanted to try to use texts and others elements of composition directly inside Cinema4d, and it was pretty fun because you can integrate 3D effects with the texts and have it interact directly with the elements in the scene.
---- The Process ----
I've signed up to Renderhub on the 24th and discovered the contest, so I immediately started gathering references and think about the whole thing,
The 25th I began working. I've recorded the whole process and it took me around 18 hours spread across 4 days.
I've tried to show as many things as possible in 3mn in the video but even then the file was too heavy so I've clamped it again to 1mn.
The process was divided between theses parts:
1. Modeling
a. Nervous System
I've used C4D particle system to art direct and drive trails around the geometry from the center,
b. Muscle System
using the geometry as snap reference, I'm drawing splines to make muscle with sweep nurbs and controlled size across the splines, then I can using another figure to match it, and morph back into the silhouette of the original figure, the muscle can then go inside instead of being on top,
c. Harder System
drawing some shapes on top of figure and adding thickness, and adding details such as bolt etc,
d. jelly Skeleton
a part of geometry to add a few details of shading inside the figure,
e. Hair
Classic grooming, then I use a geometry driving by the guides that I converted into spline. At first I thought I would make "cyber dreadlocks", but at the end I went for the short hair cut, and a fiber optic line inside the tubes, I thought the emissions would add some good bounces of light, and make the face more appealing.
f. Hair Face
I didn't want to use anything from Genesis 8, only the silhouette geometry, so I made some eyes, eyebrows and eyelashes, it also added a more stylized effect that I preferred and gave the face a less human but more robotic/crafted aesthetic.
2. Shading
a few iterations, the idea was to have the outer skin being transparent or slightly burry to be able to see inside.
3. IK and rig Setup for Genesis 8 Rig
to work more efficiently inside C4D with Daz figure, I like to make my own rig setup from the rig exported from the FBX of Genesis 8 with the rig setup finished, I can copy the skeleton and setup, and use it as morph with the posemorph tag of C4D with the _hierarchie + position + rotation_ mode, it read the rotations and positions of all bones from the Hip, and then distributes everything. It allows me to make a few poses of the character, and even morph between them. Pretty convenient honestly, the negative side is that I have to redo the setup every time I bring a new character into C4D, but after a few times you get used to it, and it's a matter of a few minutes.
4. Posing
I go through posing all the parts of the body, and make a few versions.
5. Lighting / render test / preparing Takes
6. Rendering
And there you have it.
---- Final words ----
Participating gave me insight on a few things:
1. need to get better at retopology.
2. hope to have time to learn more and practice anatomy.
3. discovered a few issues in priority with Tags in cinema4d, if you're using posemorph with hierarchy and IK tags,
play a lot with the "priorities", not only "priority" setting but mostly "base priority". It gave a few headaches when trying to figure out, because the software wasn't calculating in the correct order and I couldn't have modifications applied in real time or interactively
4. learnt a few techniques inside C4D along the way
5. better understanding of what it takes to put together all the parts.
I had a great time working on it!
Thanks for viewing.
Synthetic Progress
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