Some look development for Imagined Leviathans, taking the already strong black and white art direction and trying to introduce textural elements as well as subtle tonal variation. The 3D scene was modelled and assembled in Blender with lots of use of the GScatter plugin for set dressing. Arraying along curves for footprints, fences, and walls. Some geometry nodes for ice fracturing along the lake shoreline, and snow build up on upward-facing flat surfaces. A simple terrain was generated in Gaea. Then material ID's were rendered out along with shadow masks, fresnel, and reflection. All this was fed into a Substance Designer graph that would blend in the stippling and dry media texture, linework, the snow twinkle, the fog, the crepuscular rays, the snow flakes, and frost vignette.
Thanks to Rich Tongeman for some of the models used, the feedback, and techart support.