It is fully textured with specular and bump maps. The UVs of the main crystals are overlapping over seamless textures, and stretched on purpose so the textures appear to go in the direction of the crystal.
The stone also has a seamless texture, the UV seam is hidden on the bottom face.
Comes in multiple versions:
(All versions come with a high poly scene, with beveled edges and bubbles inside the crystals, and a low poly scene that doesn't have those features but has a much lighter polygon count, so it is usable as an asset in scenes.)
---------- Blender: 2 versions, one for internal render and one for cycles. The Cycles version is better used for static images because of the render times (complex shader, needs lots of bounces and samples to look nice). The scenes are setup exactly like the previews on dark background show them. The crystals are placed on the stone using a particle system, which can be reused on other objects.
---------- Maya 2018: The scene is setup to render in Arnold. Note that this version is heavier than the blender scene, as the crystals are a real object instead of a particle system. Some textures in this version have been modified to better work in the renderer.
---------- Fbx and obj: both are the same. Shaders are not included because they do not export properly, but a document is included showing what the shader should look like and how to use the textures. the scene contains the crystal clump seen in the images and the 9 separate crystal pieces used to make the scene.
If the smoothing groups are not appearing properly, the outer part of each crystal is supposed to have hard normals and the bubbles, soft ones.