I was the lead environments modeler on this build with an extremely talented crew. This environment used procedural workflows in Houdini (shown in darker grey). It was made using height maps to shape the terrain, then procedural masks were made for shaders and layout to drive textures and dressing. The whole environment became a symbiotic relationship between departments. Kevin Smith's (VFX supervisor) does a full breakdown at https://youtu.be/b7TDcvQjGuE or scroll down below for video clip.
Full comp
Full comp
3D base mesh and dressing
3D base mesh and dressing
Masks from Houdini
Masks from Houdini
Full comp
Full comp
3D base mesh and dressing
3D base mesh and dressing
Masks from Houdini
Masks from Houdini
Houdini was also used to populate city building elements and for simulations of debris after the wall was destructed.
Full comp
Full comp
Instanced buildings from Houdini
Instanced buildings from Houdini
Simulated debris from Houdini
Simulated debris from Houdini
Photogrammetry was used for cliff creation and key rock formation builds where vertical surfaces could not be resolved by height fields alone.
Photogrammetry ridgelines added for vertical detail
Photogrammetry ridgelines added for vertical detail
Full comp of major cliff element, photogrammetry kit bash
Full comp of major cliff element, photogrammetry kit bash
Photogrammetry cliff kit bash
Photogrammetry cliff kit bash
Full VFX breakdown by Kevin Smith:

All work shown is copyrighted to respective studios and/ or Weta Digital Ltd. Use of this footage is for non-profit and used under 17 USC §107(1) (fair use of copyrighted work) for critique and educational purposes. Demo reel purposes only. If you feel this breaches any copyright please contact me immediately and I can remove. All music is "attribution not required" and royalty-free through https://www.youtube.com/audiolibrary.
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