This project took me longer than I expected but here I completed this. I started this project with modelling with Autodesk Maya with some face references. You can see the wireframe in the breakdown video given below.
Hairs - Xgen
Just after I completed this process I began making down the hairs using the XGen. First I imported my model into the Z-bursh and added the reference image to the spotlight and then according to that I made the maps of the hairs and exported the maps. After I opened the file into Autodesk Ma........ (Contact to read more)
Head Detailing in Z-Brush
After successful modelling and unwrapping in Autodesk Maya the model was exported in .OBJ format and brought into ZBrush. I started detailing from the lips but I will get there in a minute. After importing the model, it was divided into millions polygons, that were around 7 millions. After that, I used the STANDARD BRUSH with a drag with little sensitivity. I used an alpha downloaded from google to detail the skin pores. and to roughly detail the skin pores I used Noise. The alpha image is shown below.
Texturing in Substance Painter
Using the pictures as references mentioned in the PRE PRODUCTION part. I started the texturing part. Before starting there is a little step in between that is, Baking. I baked my character from TEXTURE SET SETTINGS with the high poly model I designed in Z-BRUSH after I started with putting down the SMART MATERIAL named as SKIN. Over it there were many presets loaded in the form of layers such as BASE SKIN, SKIN DETAILS, SKIN PORES, SKIN PATCHES, AO etc. I started working with SKIN PORES by switching the channel to HEIGHT and applied the blur filter on it to make it more smooth. Set the blur intensity to around 3. After it, I painted the skin a little reddish from the Base Skin Layer and by switching the channel also to the base ski.... (Contact to read more)
BREAKDOWN














