The 3D model was then exported from 3ds Max into Pixelogic's ZBrush. Using the industry standard software for sculpting, we were able to get to the result we had in mind. Looking and studying the references we gathered of ice sculptures and their structures. We started by blocking out and increasing the volume of the ice block, for a more organic and smoother transition between the un-chiseled ice block and the "W" shape. We wanted the top of the "W" to be more polished, gradually rougher going down the model with the ice being roughly removed by ice sculpting tools. The roughness then returns to a smoother finish once reaching the main ice block. This was achieved by gradually adding layers of details onto the sculpt, and using an alpha brush created from rock texture to get a rough and chiseled look around the middle region.