PROCESS
I sculpted the Xenomorph in Zbrush, textured in Substance Painter, and animated in C4D. All the hard surface assets were modeled in Blender with Hard Ops and Mesh Machine workflows. The Xenomorph was retopologized to be relatively low poly with the detail coming from 32bit displacement spread out amongst a small amount of UDIMs. This allowed for a lightweight rig and fast playback performance inside C4D. The compositing happened in Black Magic Fusion, which was my first time using a node-based workflow. Atmospherics were done with cards and Embergen.