As far as experimenting goes, the process and results behind Pudge was a lot of fun. From modeling, to simulating, lighting and rendering – it was all a treat.

The project came about with me wanting to try out Otoy’s Octane Render for Cinema4D. I wanted to experiment with something other than geometric shapes, so I decided to go for something more organic and with a bit more weight behind it.

While browsing around online I found everything and nothing to get me started – but then in the corner of my eye I found a sticker that was lying around my desk made by my friends at Shop Around.


While their sticker was an uneven torso meant to be placed on top of other objects, I particularly liked the idea of a detached torso that was a bit, well, pudgy.

I roughed out a model of the torso, then used Cinema4D’s sculpting tools to give it the tiniest bit more form while still maintaining a low poly count and clean topology. Then I unwrapped the geometry to get a nice UV map, and was ready to start the truly fun parts.

I wanted to use Octane’s glossy material paired with an image-based texture that was based on a real photograph – to get a mix of a photoreal and a stylized look. I scoured the internet for weight-loss before and after pictures and found one I liked.



Then I placed and cleaned the material onto my prepared UV map. After that I generated some specular, bump and displacement maps from the image. By about my third render I had already found a nice look – Octane’s incredible speed allowed for me to tweak a lot of parameters and get nearly instant feedback.

Some softbody and cloth sims later, I had a pudgy torso that was moving and reacting the way I wanted to.

Given Octane’s speed, I was able to make a quick sequence in no time. Seeing as to how I’d shaved off hours (if not days) of rendering, I introduced a scene where cans would be thrown at the Pudge.

The cans were a quick particle setup that combined X-Particles with C4D’s Rigid Body dynamics. The pudge itself was already a soft-body object, with different vertex weight maps I’d generated during tests, so I was able to re-use most of the assets made during R&D to get the cans to play nicely.





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