The BFG: Exile Island

Rough comp of the passes in Photoshop, before being passed to the Art Department for final concept paintover.

Rough comp of the passes in Photoshop, before being passed to the Art Department for final concept paintover.

Various lighting and utility passes rendered out.

Various lighting and utility passes rendered out.

Set extension kit-bashed, using rock and cliff library assets from the Models Department.

Set extension kit-bashed, using rock and cliff library assets from the Models Department.

Base model after sculpting in ZBrush, roughly matching the perimeter & topography of Eilean Mhuire island.

Base model after sculpting in ZBrush, roughly matching the perimeter & topography of Eilean Mhuire island.

I used photo ref from various angles to sculpt the topography. Later in the pipeline the island would be LiDAR scanned, but sculpting from ref was good enough at the concept stage.

I used photo ref from various angles to sculpt the topography. Later in the pipeline the island would be LiDAR scanned, but sculpting from ref was good enough at the concept stage.

Island perimeter converted to a vector and extruded to form a base mesh.

Island perimeter converted to a vector and extruded to form a base mesh.

Satellite view of the island.

Satellite view of the island.

Director's sketch, describing the brief for the set extension concept.

Director's sketch, describing the brief for the set extension concept.

Director's sketch showing the existing island - Eilean Mhuire, Shiant Islands, Scotland.

Director's sketch showing the existing island - Eilean Mhuire, Shiant Islands, Scotland.

The BFG: Exile Island

Concept for a digital set extension at the end of The BFG, when the giants have been banished to Exile Island.

One of the great things about working in a studio is being able to leverage the hard work of talented teams along the pipeline. For example the cliff faces and library rock assets provided by the Models department. Here kit-bashed into place to add detail and scale.