Hello everyone!
I am excited to share my latest work. I work as a character artist for New World Interactive, which is based in Amsterdam. We have released a new update during Halloween for the early access of our game, Day of Infamy.
This update implements dismemberment and I was asked to create a scene in Sketchfab to show what it is about! 
Press PLAY
You can view the scene by annotations. Click on the right arrow (>) at the central bottom UI icon 
<iframe width=“640” height=“480” src=“https://sketchfab.com/models/b21e28d501bc47329578c829f5afc78f/embed” frameborder=“0” allowvr="" allowfullscreen="" mozallowfullscreen=“true” webkitallowfullscreen=“true”></iframe>
Listen to our soundtrack in the background 
<iframe width=“100%” height=“166” scrolling=“no” frameborder=“no” src=“https://w.soundcloud.com/player/?url=https%3A//api.soundcloud.com/tracks/265093885&color=ff9900&auto_play=false&hide_related=false&show_comments=true&show_user=true&show_reposts=false”></iframe>
Now some background to it:
Step 0:

Step 1:

Step 2:

Step 3:
Learn how to use RealFlow (gotta love it), import some scene assets into it, simulate sea water, turn it into geometry and export it to Zbrush for cleanup, add details and decimate a lot. Clean the low poly in Modo (no more 3dsMax for me), create UVs, bake. Lastly, make materials in Substance Painter. The sand environment was sculpted in Zbrush.
<iframe width=“560” height=“315” src=“https://www.youtube.com/embed/RqSkIX2LsKg” frameborder=“0” allowfullscreen=""></iframe>
Step 4: Completed environment, most assets are still placeholder. Start implementing some props from the game and bring in a proper low poly explosion.
<iframe width=“560” height=“315” src=“https://www.youtube.com/embed/-FBwzEOrnHc” frameborder=“0” allowfullscreen=""></iframe>
Step 5: Implement into Sketchfab. Write annotations, set materials, light and ambient map, give it VR support.
Result:





Conclusion:
Working on this scene was a real time-management challenge. I had 2 weeks to make this scene and I am extremely lucky to work with amazing people who were able to open their schedule a bit to help me on it:
Ben Turtell -> Rigger and Animator: helped me pose some of the characters in the scene.
Nikolas Sumnall -> Rigger, animator and 3D artist: Helped me to implement the props and weapons and made the wooden base for the diorama.
Valdis Matas -> Particles Artist: Made the low poly explosion, the flying blood, bullet tracers and muzzle flash.
Michael Tsarouhas -> Community Manager and voice actor: Helped me write some fancy annotations in sketchfab.
That is all folks! I hope you enjoyed it (or maybe you tried it in VR and got traumatized), make sure to leave a comment! 