ABYSSAL LEVIATHAN

2025

YEAR

1 MONTH

PRODUCCTION

ANDRES ESQUIUS

This project was my attempt at creating a massive underwater creature that feels both alive and geological. I wanted it to look like it could be part of the seafloor until it moves. Everything was sculpted and textured in Blender, with extra paint work done in Photoshop. The main goal was to push organic sculpting, rock-like surface treatments, and dramatic lighting in a deep-sea scene.

PROYECT

ENVIRONMENT

MODELING

I sculpted the body with muscle-like folds and ridges, then added irregular rocky details to break up the surface. This mix helped the creature feel like it could hide in its environment.

IMAGE 01, 02

MOCKUP OF THE SCENE

TEXTURING

The textures combine procedural shaders with Photoshop paintovers. Layers of algae, darker crevices, and rough surfaces give the skin depth and variation.

IMAGE 03

SETUP OF THE COLORS AND LIGHTS

LIGHTING AND RENDERING

A single spotlight from the submarine lights only part of the leviathan, leaving most of its body in shadow. Volumetric fog makes the scene murky and reinforces the sense of scale.

VFX

Light particles and subtle underwater scattering add to the immersion without pulling focus.

INSPIRATIONS

Marine life documentaries, sea myths, and designs of camouflaged predators.

IMAGE 04

DIVER

ABYSSAL FISH

IMAGE 05

FINAL RESULTS

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FINAL RESULT

CHALLENGES AND SOLUTIONS

Making the creature look enormous in near-total darkness was difficult. However, I came up with the idea of carefully using the light falloff, multiple render passes, and layering fog in key spots.

FUTURE IMPROVEMENTS

I’d like to animate the creature, add plankton particles, and refine the fog for even stronger depth.

Let's talk

Send me a message

nadres.website@gmail.com