https://www.artstation.com/natashalogan
This was a practice in the basic fleshing out of an original rough 2D concept using a base mesh in Maya, detail sculpting in Zbrush, and coloring in Substance Painter. Photoshop was used to bring out the detail from layered multi-renders passes (Beauty, Ambient Occlusion, Coat, Defuse, Specular, Sub Surface Scattering) generated from Maya.