This project had the goal of integrating a cg model into an outdoor shot. I decided for something that could involve some digital sculpture and the use of displacement maps, as well as detailed textures. The comp revealed to be a bit harder than I expected, I have to say a big thank you to Nicci Gelnar for the help.
I started with the base shapes to import in Mudbox, mostly planes and cubes with a uniform distribution of polygons. Working on the UVs, to get a uniform resolution for texturing, I used multiple tiles and 4K and 2K textures.
I tried to get an old and abandoned look for the building layering one shader of dirt over the others. I used the Mia material for the stones and the Misss fast shader to get a bit of light scatter through the mud. This is the shader network for the walls, at its center is the blend node driven by an opacity map.
Lighting And Integration
Lighting consisted of an IBL plus few more lights to control the shadows. I used the building in the background as a reference.
The cottage itself and the road were easy to comp over the footage but the challenge here was to get the shadow on the ground. Best way was to render a few maps of the shadows to use as mask in Nuke, and apply the color correction.