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The Call of the Wild - Lake Sequences (environment work)

Two other sequences I had the opportunity to work on at MPC Montreal: sculpting the ice holes and pieces where Francoise falls into the lake, and producing texture maps for the lookdev artists to use on the ice lake surface. Used Houdini for the initial break ups, then sculpted the pieces in Zbrush (that the FX artists could later use for sim). The extra challenge here was to match the fake ice lake from the real set in terms of thickness and shape, it was a very interesting sequence to work on! On the other lake sequence my task was to model, texture, and lookdev the hero branch Buck hits. Used different scans for the base of that, and reshaped/sculpted them in Zbrush. Then textured in Mari and QC'd in Katana.