Here is something I did in Cinema4d. All the geometry and textures are procedural. The shells are parametric surfaces, and their surfaces are textured with layers of gradients and noise.

Here is something I did in Cinema4d. All the geometry and textures are procedural. The shells are parametric surfaces, and their surfaces are textured with layers of gradients and noise.

Normally, sea shells are built by extending the shell on top of itself as it expands from the “point” (and gets larger as it “grows”)
For example, at the far end (near the tip), the shell should be touching itself, and at the near end (in front of the camera), the shell should also be touching itself (but not intersecting, like you have it).
Here’s some examples on the mathematics of seashells:
http://www.seashellarchitecture.com/EPITONIUMMAGNIFICUM.htm
http://www.maths.nott.ac.uk/personal/sc/SeaShells.pdf
http://www.iit.edu/~krawczyk/shell01/kj01.pdf
Sorry about the .pdf links, but they were the best I could find.
The colors look nice, it’s just that the shape of the shells kinda threw me off
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