CGI - Ratures War - LookDev
Personal work
The ground is basically a bunch of Substance Designer assets, driven by photogrammetry depth datas, and some extra details, which allowed me to generate a bunch of textures that kept a consistent look over the assets, to be abble to easily and quicly use snow footsteps to generate mud ones for instance, is pretty useful though. Thanks Allegorithmic for that !
3dsMax basic modeling, ZBrush to sculpt a mortar hole and finally a bit of Vray magic to create some nice shaders.
Barbed wire are basic assets I modeled with 3dsmax, final shapes made with Itoo RailClone,
Substance Designer, to create rust texture.
Tank original model comes from Turbosquid, I Imported it in ZBrush in order to sculpt the damages and add mud, then again Substance Designer to create the metal texture, and a Vray shader to mix it with rust.
Trunk is from Megascans library.
FXs were the challenging part, pure special effects are not what I do the best. I used PheonixFD here wich in my opinion has proven itself to be the most user friendly for this kind of simulations.
The ground mist is smoke and particles generated by a ground texture, pointed in the right direction by a wind force.
I then started creating several explosions using PFlown, rendered separatly to have rocks and debris flying over the scene.
The explosion is generated from a more simple PFlow and also by a cylendrical mesh for the lateral blast.
Compositing and final Coloring done with After Effects.
Final Render and quick breakdown
Scene Layout
PhoenixFD Simulation
Some assets used in the scene
Ground and rust textures, created with Substance Designer
Thanks for watching !