The final beauty render of this 3D composition from Maya with hand-painted textures, subsurface scatter for the creature's skin and atmospheric fog generated for the backdrop of the setting.
Starting with a ball of virtual clay in Zbrush along with collecting basic reference imagery, I sculpted this model with dynamesh.
Once finished with the sculpt, I re-topologized the model as a basis to UV and generate normal and displacement maps along with begining the texturing/surfacing process.