
3D Animation
|
2026
This project challenges students to independently design and animate an engaging Rube Goldberg Machine using Cinema 4D and the Redshift render engine. The course emphasizes integrating Nuke into the post-production pipeline to enhance 3D renders through the reconstruction of a beauty pass using either a Material Pass or Lighting Pass workflow.
Multiple students each create a segment of a Rube Goldberg Machine animation, which are then combined into a continuous sequence where a chrome ball travels seamlessly from one scene to the next.
The goal is to design an animation that fits within a predetermined camera setup and time limit while ensuring smooth visual continuity between segments.
Client
Role
With a huge support from my classmates and professor, the Nintendo (The Legend of Zelda: Breath of the Wild) concept was selected over the ideas for Spotify and Apple.
Fortunately, since I already own a Nintendo Switch and borrowed the game from my friend, I was able to play it and get real-time references whenever needed.

DESIGN

3D MODELING & TEXTURING
I was able to find some models from the website "The Models Resource,"
but I had to model & texture the tower, the tower activation machine, and the shrine by myself.
To save time, I focused on texturing only the front-facing parts visible in the video.
Software:
Cinema 4D, ZBrush,
Substance 3D Painter






COMPOSITING (NUKE)

CREDITS
Based model of Shrine (CC license)
Fank86
Helped with Substance Painter
Catherine Joo
Game card
Monica Sheng
