I was the environments lead on this build with an extremely talented crew. It was almost a full procedural build in Houdini (shown in darker grey). It was made using predominantly height field operations to shape the terrain off a custom base mesh, then procedural masks were made for lookDev and layout to drive textures and dressing. The whole environment became a symbiotic relationship between departments.
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
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