Given multiple angles and a sweeping establishing shot, we took a CG approach to the extension of the practically filmed bodies. We began with concept art to dial in the atmosphere and sky as well as the distance to the horizon. After adding a variety of more rugged clothing items to our asset library, we used our human generator to create the dozens of body type, clothing, and hair combinations represented in the final shot. Characters were posed by animation with their clothes and hair simulated in to place and then touched up in ZBrush. After the bluescreen foreground elements were keyed and tracked we used Houdini to scatter our bodies on an art directed terrain mesh which we then rendered in VRay. We combined the bodies with rolling volumetric fog and a digimatte sky to complete the shots.