Quiet Cell 2 - Xordel And Strauzek Collab - 3dc... !full! < 720p >

The phrase " Quiet Cell 2 " refers to a specific 3D animation collaboration between artists

. This project is part of a series of adult-oriented 3D artworks, often shared on platforms like for their subscribers. Key Details of the Collaboration: The piece is a joint effort between (3D animator) and (3D artist). Subject Matter:

The "Quiet Cell" series likely draws inspiration from the character Metal Gear Solid V: The Phantom Pain , who is famously held in a detention cell at Mother Base. Content Specs:

High-quality versions of this animation (such as 60FPS and Ultra-Wide HD) were released around April 2024 Collaborators: The project also features voice acting by CandyLucy33 and sound design by

If you are looking to "produce a piece" in the style of this collaboration, you would typically be working with 3D modeling and animation software like Quiet Cell 2 - Xordel and Strauzek Collab - 3DC...

, which are standard for this type of high-fidelity character work. Further Exploration See the original post and credits for the animation on Strauzek’s Patreon

Read about the game character that inspired the setting on the Metal Gear Wiki Are you interested in the technical process behind 3D animation, or were you looking for more background on the character #329- Xordel Strauzek Collab - Quiet Cell Part 2 - Patreon

The phrase you're referencing likely refers to 3D animation or digital art collaboration between creators known as , featuring the character Metal Gear Solid V: The Phantom Pain In the context of the game and related fan content: Quiet's Cell

: This is a specific location on Mother Base where the character The phrase " Quiet Cell 2 " refers

is held. Visiting her cell is a core mechanic for progressing her bond and storyline

: This commonly stands for "3D Content" or "3D Custom," often associated with high-quality 3D models used in fan animations, simulations, or digital art. Collaboration


6. Camera Angles

Pre-positioned cameras for dramatic renders (low angle, peephole view, corner surveillance).


Shot list (sequence)

  1. Opening wide — exterior of containment block through frosted glass; faint waveform-reflections on the surface. (0:00–0:10)
  2. Slow push to a sealed hatch; condensation beads. Sub-bass enters. (0:10–0:25)
  3. Close-up — metallic latches micro-vibrate with kick transients; tight DOF. (0:25–0:35)
  4. Interior reveal — sterile cell with a dormant cubic device on pedestal; soft rim light. (0:35–0:50)
  5. Macro — device skin (composite of brushed metal + polymer) subtly breathes in time with ambient pads. (0:50–1:05)
  6. Overhead dolly — thin laser grid scans the device; synth arpeggio syncs with scan speed. (1:05–1:20)
  7. Cutaways — condensation streaks, faint reflections showing fractured room geometry. Tension builds. (1:20–1:35)
  8. Mid-shot — device emits a single warm pulse; holographic glyphs flicker then stabilize. (1:35–1:50)
  9. Climactic reveal — glass panels retract to show a small, hovering core; final chord resolves. (1:50–2:00)
  10. Fade to black with residual ambient tails and a distant mechanical click. (2:00–2:05)

A Meeting of Minds

The collaboration between Xordel and Strauzek has long been a meeting of contrasting styles that somehow resolve into perfect harmony. Xordel, known for [assumed style: complex geometric wireframes and brutalist structures], provides the skeleton of the piece. Strauzek, often celebrated for [assumed style: atmospheric lighting and hyper-realistic texturing], provides the skin and the soul. Shot list (sequence)

In "Quiet Cell 2," these roles are elevated. The piece does not scream for attention; it commands it through stillness. It represents a maturation of the "Quiet Cell" concept, stripping away unnecessary visual clutter to leave behind a pristine, contemplative environment.

1. Use the included light presets as a base

Don’t reinvent the wheel. The “Cold Fluorescent” preset gives a harsh, institutional feel.

6. Workflow Integration

How do you use this pack in a production pipeline?

  1. For Environments: Load the "Core Cell" base. Use Xordel’s modular snapping to extend the hallway infinitely. Apply Strauzek’s "Maintenance Neglect" shader to the floor to guide the viewer’s eye.
  2. For Characters: Strauzek includes three skin presets for Daz's Genesis 9 figures: Specimen, Custodian, and Remnant. These skins have the same ambient occlusion maps as the walls, making the character look like they belong to the cell—almost growing out of the floor.
  3. Lighting Presets: The pack comes with 15 HDRI "Hum" maps—low-lumen, flicker-free fluorescent profiles.

1. Dystopian Sci-Fi

Think Blade Runner 2049’s prison scenes, Altered Carbon, or The Platform.

5. Reception & Community Impact


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