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Hublot ver.2

A build-sequence film for Hublot Big Bang Sapphire Crystal, tracing the watch from raw elements to final structure.

Built solo across concept, 3D, FX, render, and comp in six weeks.

Hublot ver.2

Hublot Big Bang Sapphire Crystal이 원소에서 구조로 조립되는 과정을 담은 3D 빌드 시퀀스입니다. 기획, 3D, FX, 렌더, 합성까지 6주간 혼자 진행했습니다.

Project

Personal project, 100%

Period

Oct 2022-Dec 2022

Services

3D Modeling

Motion Graphics

Tools

Cinema 4D

Octane

X-Particles

After Effects

Element

To Structure

Approach

Approach

Strap from Light

Iridescent panels move across the frame, fold along one axis, and resolve into the rubber strap. A custom Octane shader connects the strap language to the Sapphire Crystal case through the same dispersion logic.

Process · 01

Body Assembles

Liquid enters first. Screws and second-hand geometry drive X-Particles emitters, then flocking and orbital constraints pull each part toward the case until the body resolves.

Process · 02

Watch Settles

The body and strap meet. A black cloth drops over the assembled watch through a slowed C4D Cloth simulation, then the final frame holds on the Big Bang Sapphire Crystal. The hardest issue was flicker inside the transparent layers, solved by returning to the model and offsetting each internal layer by a small distance.

Process · 03

Particle Residue

After the body resolves, the same X-Particles system scatters outward as a final atmospheric trace. The frame stays still so the transparent case and inner mechanism remain readable; motion is limited to the particle cloud.

Process · 04

Featured by Insydium

Two particle scenes were featured on Insydium's official Instagram, the company behind X-Particles. The response confirmed that the simulation work could stand on its own, not only as support for the film.

2022 PI Exhibition,

2022 PI Exhibition,

Seoul · Aug 16-23.

Seoul · Aug 16-23.

What changed.

Early previz kept the six-week schedule intact. Because S01 to S03 were set before modeling, the pacing stayed consistent even while I was learning X-Particles, shader work, and render optimization.

Each tool followed a scene problem: X-Particles for the orbital body assembly, a custom Octane iridescent shader for the strap and sapphire case, and slowed C4D Cloth for the closing drape. The hardest part was the transparent case, where refraction and reflection raised render time and made denoising part of every frame.

The bottleneck was the render queue. Next time, a distributed render setup gets built in week one, not improvised near delivery.

Next Project

DOOMED

Sydney Hong

Seoul, South Korea

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