Struggle in the Ant Caves 2024
Struggle in the Ant Caves is a high-intensity action sequence set inside a vast subterranean cavern teeming with mutated giant ants. The illustration captures a desperate team of heroes fighting their way through swarms of aggressive, oversized insect mutants.
My Role
Sole Creator: Responsible for the entire pipeline from concept to final render.
Responsibilities:
Concept & Scene Direction
Developed the core idea of a team of heroes trapped in a collapsing ant nest, surrounded on all sides.
Constructed the composition in a wide V-shape to emphasize swarm density and isolate each hero’s silhouette.
Blended elements of pulp adventure, sci-fi action, and stylized fantasy to build a unique narrative moment.
Character Creation
Designed, modeled, textured, and rigged all main characters featured in the fight.
Gave each hero a distinctive pose, combat stance, and energy effect to showcase personality and abilities:
Micheal’s glowing electric power
Teodoro’s sharpshooting posture
Samantha and other allies poised in melee combat positions
Creature Design & Swarm Development
Created the giant ant species from scratch—designing anatomy, mandibles, segmentation, and stylized proportions.
Modeled multiple ant variants for diversity across the swarm.
Rigged the ants with fast, aggressive movement in mind for dynamic posing.
Densely populated the environment with layered ant placements to convey overwhelming numbers.
Environment Modeling
Built the cavern interior with rock formations, tunnels, debris, and broken terrain.
Added dust layers, fragmented stone, and narrow shafts of overhead light to enhance atmosphere.
Designed the environment layout to funnel action toward the heroes.
Texturing & Lookdev
Painted stylized textures for:
Ant carapaces (glossy, rough, and dirty variations)
Hero suits and equipment
Cavern surfaces, moss, soil, and stone
Developed shader setups to give the ants a slightly translucent, organic sheen under light.
Lighting & Rendering
Created a dramatic lighting scheme using:
Warm indirect light from fissures overhead
Harsh contrast to shape silhouettes
Glow and emissive effects from energy weapons and powers
Used volumetric fog and dust to deepen the cave atmosphere and enhance depth cues.
FX & Cinematic Motion
Added environmental FX such as dirt sprays, floating debris, and dust clouds kicked up by movement.
Integrated subtle motion blur cues through posing and streaked elements for added action clarity.
Compositing & Final Polish
Performed full compositing pass: depth-of-field, glow treatments, color balancing, and light wrap.
Enhanced particle density, contact shadows, and atmospheric volume.
Finalized the piece with cinematic grading to unify tones and emphasize urgency.
Software Used
3DS Max, Maya (Rigging and Posing), Corona Renderer, Substance Painter, TopoGun 2, After Effects, Photoshop