Chris Cousins made quite a stir last week with the release of his animation “Pixellation” which was basically a self initiated project expiring some of the more interesting features in Modo and Mesh Fusion.

A self-initiated project, exploring the interesting options thrown up by Mesh Fusion, from Luxology.

In reality, “Pixellation” is a masterclass in using the right tool for the right job. Chris uses Groboto, Cinema 4D, Modo, YanoBox Nodes, and After Effects – jumping around to essentially get the job done.

Check out the breakdown he provided with a little process thrown in.

Some stills & production clips from the making of Pixellation. One for the nerds. Watch the original film here:


  • 0:16-0:20 – gripper modelling stills from Groboto
  • 0:20-0:35 – gripper rigging in Cinema
  • 0:35-0:40 – door build in Modo using MeshFusion. Lots of nodes. Not sure how to better explain this bit!
  • 0:40-1:00 – setup scene & rig in Cinema. Heavy use of Topology maps to modulate materials and achieve worn/shiny edges
  • 1:00-1:08 – production line setup, using simple dynamics and lots of fine tuning
  • 1:08-1:24 – conveyor belt build, using spring connectors and even more fine tuning
  • 1:24-1:35 – inspector, made with a ridged spline from here:
  • 1:35-1:39 – compositing in AE
  • 1:40-1:49 – inspector UI breakdown. Lots of Nodes from Yanobox:
  • 1:50-2:08 – type effect workflow
  • 2:08-2:19 – CCTV logo breakdown

Probably as close as I’ll get to doing a tutorial, so shout if there’s any other details that you might be interested in.
All camera work uses the awesome camera rig, SteadyCamPro:



The forms built with Mesh Fusion seem to have a greater solidity, density and heft compared to many poly-built 3D objects, something to do with the carved edges and ‘tooled’ building process. So I built a scene to explore this, which turned into a fun self-promo metal, plastic & glass workout. I made a conscious effort to keep the animation physical, so the structures have mass and inertia, and objects are constrained to behave as believably as possible, in the context of this slightly abstract environment.

Modelled in Modo, using MeshFusion. Some detail from the X-Polygon packs.
Animation in Cinema4D. Rendered with VRAYforC4D.
Processed in AfterEffects. Colour by FreshCurves. UI elements built with Nodes, Plexus.

Put together a process montage here:
High-res stills on Behance: