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Hublot ver.2

Hublot ver.2

A 3D build sequence for Hublot Big Bang Sapphire Crystal.

A 3D build sequence for Hublot Big Bang Sapphire Crystal.

Made in six weeks as a solo pipeline — concept, 3D, FX, render, comp.

Made in six weeks as a solo pipeline — concept, 3D, FX, render, comp.

Client:

Personal Project - 100%

Period:

Oct - Dec 2022

Services:

3D Modeling

Motion Graphics

Tools:

Cinema 4D

Octane

Illustrator

After Effects

Element

To Stucture

Sequence · S02

The strap

drapes.

Iridescent panels animate across the frame, fold along a single axis, and resolve into the rubber-strap form. The shader is a custom Octane material — same dispersion logic as the Sapphire Crystal case, so the two read as one object.

Material · custom Iridescent shader

Sequence · S02

The body

assembles.

Liquid enters frame. Screw and second-hand geometry drives X-Particles emitters; flocking + orbital constraints pull the parts toward the case until the body resolves.

FX · X-Particles, constraints + flocking

Sequence · S03

The watch

settles.

Body and strap join. A black cloth drops over the assembled watch, simulated with C4D Cloth and slowed to close the sequence. The final frame holds on the Big Bang Sapphire Crystal.

Sim · C4D Cloth, slow drape

Sequence · S03

The watch

settles.

Body and strap join. A black cloth drops over the assembled watch, simulated with C4D Cloth and slowed to close the sequence. The final frame holds on the Big Bang Sapphire Crystal.

Sim · C4D Cloth, slow drape

Featured in Insydium

2022 PI Exhibition,

2022 PI Exhibition,

Seoul · Aug 16–23.

Seoul · Aug 16–23.

Takeaways.

Locking the previz early was the single decision that kept six weeks on track. With S01–S03 defined before modeling, tone and pacing held across shots even while I was learning new tools as I went.

Tools followed the shot: X-Particles for the orbital body assembly, a custom Octane Iridescent shader to tie the strap to the Sapphire case, C4D Cloth slowed ~40% for the closing drape. The Sapphire material itself was the hardest part — refraction + reflection on a transparent case ate render time and forced an Octane denoiser pass on every frame.

The bottleneck in a one-person pipeline was the render queue. Next time, a distributed render setup gets built in week one — not improvised at the end.

Next Project

DOOMED

© Sydney Hong 2026 — Portfolio