hi guys! thank you :)
They really are not that complex from a technical point of view.
Lighting is always based on a super classic 3 lights setup (left fill, right fill, key)
(this is the broken sculpture scene)
Shaders are more complex but if you deconstruct them there's nothing too fancy.
For the squid i used one Layered Mtl with 2 base Mtls, squid skin and suckers.
The blending between the two is driven with black/white vertex colors, exported directly from Houdini.
The two base materials are just a basic combo of diffuse + gloss + bump maps.
I like to use Composite maps, usually masked with Corona AOs. (ie. for the squid skin's diffuse map i had a basic pink, a deeper red for the crevices masked with a black/white corona AO, a couple of other layers in Multiply).
I added a little bit of variation with a very generic dirt texture with a Box UV mapping.
I think that adding absorption/scattering/translucency is what did the trick in half of the images. The youtube tutorials on this topic on the Corona YT channel are really clear and helpful.
anyway!
here's a new experiment, with liquid simulations.
Nothing too fancy from the Corona engine point of view, just a yellow diffuse and 0,98 gloss and a little bit of red absorption :) but here it goes!
more on
https://www.artstation.com/artwork/dBg83