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.

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3D base mesh and dressing

Masks from Houdini

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3D base mesh and dressing

Masks from Houdini
Houdini was also used to populate city building elements and for simulations of debris after the wall was destructed.

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Instanced buildings 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

Full comp of major cliff element, photogrammetry kit bash

Photogrammetry cliff kit bash
Full VFX breakdown by Kevin Smith:
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