Modeling
I started out making Cthulhu's head out of a disk that was bent and beveled. Sub-patching was the real key to bringing out the detail of the model and making the creature look more realistic (as realistic as a colossal, octopus headed demi-god can be). Most of the tentacles were done using the magic bevel tool, taking advantage of the many options found under the numeric dialog box. A couple tentacles were made using a rail-extruded disk with a bevel.
The body stared out as a segmented box, which I repeatedly beveled to get the basic shapes. I then used the knife tool to add more points of detail. Sub-patching was essential and I spent a lot of time sculpting both the body and the head by moving points and polygons.
The temple was made primarily with the bevel tool, although some primitive shapes like the 5 sided discs and boxes were also employed.
The cultists were made in a similar way to Cthulhu.
The landscape is a sub-patched box with polygons rotated and moved.
Textures
I made the textures in Photoshop and spent a lot of time layering them in various ways, employing bump-maps, specular maps, etc. I wanted to get realistic looking skin for Cthulhu that looked wet, rubbery, but tough.
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