This is a work-in-progress for an artwork for Uncommon Paradigm 2nd Edition. Work is done using Blender and rendered with the internal renderer. Vegetation is generated using Ivy Generator, the free creeper modeller.
To compensate for Blender’s lack of global illumination capability, I use some tricks to fake indirect lighting. This includes using Ambient Occlusion and placing additional coloured lights to simulate colour bleeds. I also used composite nodes to tune up the lighting conditions.
To create the dry mud/rock surface, I use multiple layers of texture to determine colours, normal and Csp.