Creation of the Bird Head 3DS MAX low-poly model: First I create a low-poly mode, l in 3DS Max, from a box. With extrudes here and there, and a few vertex moves, I export to a .obj format.
Zbrush form refinings: The next step is to import my .obj file to Zbrush. To work on forms I use the Move mode with a very small brush size to move just one vertex at time.
Work on hi poly details: After I achieved the forms I want, I go to Projection Master to add more details. I use deco brush with different alphas to create the main skin texture, then some single spots etc. to make it look more interesting (image 22).
Creating the ocean bottom: Column at the left (primitives, deformations, building, cracks). This column consists of one base primitive - a Ring (with some modifiers applied - mask, inflate, twist) which repeats several times with different sizes and placements. After that I use the deco-brush to add some details to the whole column (image 23).
Sea-weed and ground: Sea-weed is made from a Cube. I move the corners to make them look like something biological, then I copy this and place it in different places at different angles. For the ground I use a Cylinder and Coloured Spray mode (image 24).
Light and rendering options: Some tips for creating the underwater look (caustic highlights in some areas, etc)
To make my scene look like it’s underwater, I use the highlight brush to make some areas lighter and darker (highlight brush + Alt) (image 25).
PostWorks Combining layers, adding blur: After rendering with Zbrush, I got this image - it needs to have some post work done to it to make it look better and give it the right mood (image 28).