The environmental work is older I did before the glory that is dynamesh. The zbrush work in NY evolved one step at a time from detailing some products, splashes, to environments to finally the pipeline being able to handle characters. I might post some of the bread and butter work that is done to show people that most work that you are asked to do is actually not hero work. and you do work your way up the ladder for the most part. This project was the first arnold job I was on so it was the first time we were able to do lots of accurate displacement and render a whole forest accurately. The models were pretty much per shot.
The workflow for rocks is quite different than regular sculpting. You really can’t do flesh sculpting brushes for rock. you can’t do anything puffy, no mirroring, The challenge to create really sharp edges is actually quite difficult. I ended up creating a library of custom alphas using MRGB. I would sculpt on a flat plane in one direction only to make sure I have a pure black background. I also crop it square in photoshop, and orient it updown the way zbrush likes its brushes. I made a rock version of the square alpha, the semicircle slash alpha and a rock sliver that looks like the slash1 alpha.
With this project I came in the middle so I split the work with sculptor/animimatronics expert Tom Blake