This work represents the disparity between work as engineering, science, craftsmanship (to the left) and life with mainly the joys of food and freedom / lightness, symbolized by the feathers (to the right). The goblet in the middle symbolizes the rewards you (hopefully) get for your hard and sometimes painful work.
This time I used a mix between Substance Designer and more "traditional" shading techniques with generic and baked textures that I tweaked the shaders with to get the look that I imagined.
In contrast to the last Still Life I did, the Octane material system has grown significantly and bringing in Substance PBR textures was relatively easy this time around.
The scene is lit with an HDRI from... you guessed it... Maxime Roz interior HDRI collection and two additional area lights (excluding the candle)
Total working time, although expected much sorter, was about 25 Days, as I struggled a lot with color, composition and choice of objects. Basically I had to put exceptionally hard work in to every aspect of this piece to get it to work and look right. So in the end a lot of painstaking hard work had to put into it to transform it into what you see on the screen now. You get a small taste of the process in the linked video below (without sound).
Cornelius Dämmrich, for his cloth sim work.
Modeled in Maxon C4D R19
UV Unwrapping and layout in Rizom UV
Textured and shaded In Allegorithmic Substance Painter 2018
Rendered in Otoy Octane Render
Rendered in 6K 6144 X 3456 px.
Render time was around 9h on 8 GPU´s (5 X GTX 1080Ti, 3 X GTX 980Ti)
Vram Used 4.2 GB
3.5 Mio Polys
824 Objects (excluding dust Instances)
3 Light sources + Candle
Diffuse Depth 16
Glossy Depth 32
The long render times are due to the volume the Objects were placed in and of course the huge resolution.