
All textures, normal and displacement maps, and lighting effects have been placed in the final render. Subsurface scattering was used to mimic genuine skin.

UVed base model in maya and sculpted details in Mudbox with 5 highest levels and transferred displacement map from high poly to low poly to for final use in maya.

Created skin and shell textures in Substance Painter and baked texture and height maps for final use in Maya.


Texture details in substance

Final lightening done in maya using spotlights and Aigobo as an Arnold supported feature of spotlights. Also added Aiatmosphere effect in Arnold renderer for Underwater light scattering effect.