This was a 3 week exercise in organic sculpting. I modeled a high poly model in Zbrush, using an alpha to create the scales. I baked down the high poly to a lower poly model, but with nanite on the scene, the low poly ended up being 75k polys. Using polygroups I then UVed the model, cleaned it up in Maya, then using a proprietary texture system I masked my RGB channels in Substance Painter, then textured and integrated the model in Unreal Engine 5. Rendered in Substance Painter.