I’m not happy with the pose or framing on this one. It seems a bit forced, but what I do like is the custom water shader for the ocean, and making the swim suit look wet. I used a single sphere and a surface replicator. The size of the sphere is randomized in the replicator. The sphere has another customized water shader as well.
The ocean shader utilizes in-scattering and absorption in the transparency channel, plus a water preset index of refraction in the refraction channel, which allowed me to use a Fresnel effect with the transparency and reflections. The absorption and In-scattering give the ocean primitive a sense of depth even though it’s basically a vertex skin.
The wet skin was from the Orca-Maid product here at DAZ, as well as the hair. I put the wet maps in the Highlight channel and adjusted the Shininess channel until I achieved the specular look that I wanted.
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