Isengard was a big level with 3 distinct areas and looks to it. The level snakes through forests, then through a rocky canyon and then out to a clearing of burnt trees. I was called in to firefight the entire rocky section. When I received the model it was essential a bare trench, and I only had a few days to push the look as far as possible before they wrapped it no matter what.
I tried to recreate the desolate, hostile and cold look of rocky regions in the film by strategically using only a handful of different rock textures. The textures were UV’ed onto the flat smooth polygons in a way that gave the simple base geometry the look of complex, sharp and teethy terrain.