First I modeled a high poly submarine mesh with Autodesk Maya. Then I created a low poly version of it. A cage model, and later a collision model. I decided to make a UDIM texture map. So I uv-unwrapped the model in 6 (4K) UDIM tiles. Brought it all to Substance painter and created the PBR textures.
I really wanted to test Houdini’s ocean tools and flip fluid more. So this was the perfect opportunity to get started. Even though I have a decent computer it took more than 20 hours to cache the 650 frames. And more than 60 hours to render at 720p.