Maya
Atlas Models
All the modelling for the Atlas Dynamics Simulation was completed in Maya. I started by modelling the simple male figure in a standard T-pose. As the figure did not need to move, I chose not to use a skeleton, but simply pushed and pulled vertices until I had the look that I wanted.
The curved base and capital of the pillar were created using the EP curve tool to produce the cross section shape. This shape was then revolved to create the final geometry. The main shaft was created by using a series of Boolean operations for the notches. The plinth is a simple bevelled box object.
The globe geometry was created using the Maya shatter tool. All of the geometry was exported as OBJ's for importing into Houdini.

Ambient occlusion pass of Atlas model:
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