3D Craft.

A BMW M4 GT3, modelled and sculpted in Blender. Clearcoat, carbon weave and a single orbital camera move — every frame yours to scrub.

01 Approach

Light is the material.

Every panel is a decision about where the highlight lands. We build the look before we build the render.

We don't render cars. We direct light around them until the metal behaves like weather — clearcoat reading as glass, carbon weave catching the last of a studio softbox, a single orbital move that never looks like a turntable.

Art direction, look development, simulation and grade handled in one pipeline — so what we approve in review is exactly what lands in the cut.

PipelineLook-dev → final Delivery4K – 6K master CameraOrbital rig
02 Capabilities

Built for the close-up.

Four systems, one obsession: making CG metal behave like it was photographed.

/ 01

Path-traced light, choreographed

Cycles path tracing against hand-built HDRI environments. Reflections that bend across the fender instead of sitting on top of it.

Cycles · Path trace
/ 02

Subdivision-level topology

24.8 million polygons, modelled and subdivided in Blender with no LOD seams. Brake vents, weave alignment and cockpit switchgear at millimetre authenticity.

24.8M polys
/ 03

Camera as choreography

One 420-frame orbital move, timed to the second and scrubbed by the viewer. No turntable. No dead frames. No autoplay required.

Scroll-locked
/ 04

Graded for the master

AgX colour management, filmic halation and a delivery pass built for 4K–6K hero films, social cutdowns and interactive web embeds.

AgX · 4K–6K
0frames
Rendered at 24 fps
0sec
Single orbital move
0M
Polygons, no LODs
0%
CG — zero plates
03 Specification

Precision, frame by frame.

What sits behind the twenty seconds of hero film.

/ SPEC 01

Path-traced global illumination

Physically based bounce light across high-gloss clearcoat and anisotropic metallic flake — studio reflections that keep reacting as the camera orbits.

CyclesHDRIPath trace
/ SPEC 02

Sub-millimetre surface

Brake caliper vents, weave direction and cockpit switchgear modelled to millimetre truth, then held under a macro lens with no LOD degradation.

SubdivisionMacroCarbon
/ SPEC 03

Interactive scrub engine

Sub-frame interpolation and a 60 fps seek loop turn 420 rendered frames into a tactile timeline that answers to the scroll wheel, not a play button.

420 frames24 fpsSeek-locked
04 Process

Three passes to orbit.

Short, opinionated and reviewable at every gate — from blockout to graded master in days, not quarters.

01
Look development

Reference boards, blockout and material studies. We lock the paint, the light and the mood before a single frame is rendered.

02
Simulation & lighting

The orbital rig is built and timed, HDRI environments are dressed, and light passes are approved against the look-dev stills.

03
Render & grade

420 frames at final quality, AgX grade, halation and delivery. Web-optimised masters ship alongside the 4K–6K hero cut.

Blender · Cycles · AgX

A reel you can steer.

Scroll back to the top and take the car apart frame by frame — every panel, every reflection, every second of the move.