With everything almost in place, I continued with the modelling, going back into ZBrush to work on the arms of the alien. Following this, I imported the geometry of the alien's arms into 3ds Max, with a good subdivision level in order to keep a good level of detail. Of course, if I had intended to do any animation or rigging, then this wouldn't have been the most practical decision because it's not the best choice in a production pipeline with "animation and rigging” on the agenda. Because this was just for an image though, then the decision was okay for me. (Fig.06).

Fig. 06
So, at this stage, I just needed to model the mechanical arms of the alien in order to start the next stage: texturing. So, my inspiration for the mechanical arms of the alien was the gasoline hoses of Formula 1 racing cars. To position the arms I used splines and path deform (Fig.07).

Fig. 07
Lighting and Texturing
After modelling everything, the next step for me was to block in the light (Fig.08) and create the textures (Fig.09). I used Photoshop and ZBrush to make the textures - nothing too detailed though because the main work gets done in the compositing stage. I used photos and hand painted the textures. The main maps used were Color, Displacement, Reflection, Specular, Bump, Normal and Environment (HDRI).

Fig. 08

Fig. 09